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Topics - LiveLife

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1
Stunt Video Database / ColdDeath
« on: November 08, 2011, 01:01:12 PM »
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ColdDeath | LiveLife

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Solo
Crazy
Crazy - The Next Level
Can You Feel It
Proteus - [noembed]Stream[/noembed]
ColdDeath - [noembed]Stream[/noembed]
Till Storm Breaks Loose - [noembed]Stream[/noembed]


Collaboration
Can't Get Enough
Concept 1 - [noembed]Stream[/noembed]
Concept 3 - GWM | [noembed]Stream[/noembed]
Knocked Down
Lockdown - [noembed]Stream[/noembed]
Shockwave - GWM
Shockwave (resser's version) - [noembed]Stream[/noembed]
Sleep Mode


Guest
Ultraviolet - [noembed]Stream[/noembed]


Community
Breath of a Nation
Delusion
Fracture - GWM


Stunting League
GTASL SA #1
GTASL SA #2
GTASL SA Final Round KM Entry (Edited)
GTASL VC #3


Grand Theft Auto United
GTA United Trailer - GWM | [noembed]Stream[/noembed]
GTA United Ultimate Stunting SCM - [noembed]Stream[/noembed]
New Ways - GWM | [noembed]Stream[/noembed]
Rain - The VC2SA Stunttrailer - [noembed]Stream[/noembed]


Themed
Grand Theft Auto San Andreas - DAMN - [noembed]Stream[/noembed]
Scripted Gangwar
The Truth About Su Xi Mu


Support
The Second Death of Dan Debraska - GWM
Vertigo - GWM


Tutorial
Vice City Taxi Wallclimb - [noembed]Stream[/noembed]



First Seen Stuntvideos
Digging Up The Corpses - [noembed]Stream[/noembed]
GVT Evolution
The Heroes Return Liberty City - FP
Vice City Tribute - [noembed]Stream[/noembed]



Additional Information
















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Driving - Rockin' - Never Stopping

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2
The Marketplace / I need an adult with a good microphone
« on: October 30, 2011, 10:29:45 AM »
Yeah, just like it the name of the thread implies, I need someone with a "grown" voice, preferably an adult, who has a real good microphone and is interested in speaking one sentence for me (which I would use for a certain purpose then). The pronunciation should be clear and "real", so no mumbling, that's one of the important things.

Anybody here who's matching these requirements and who would like to help me?  :mellow:

3
V Chat & Support / ---
« on: October 25, 2011, 05:44:20 AM »
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4
GTA Modding / Quadruple Insane Stunt Bonus - Fix
« on: August 26, 2011, 10:37:51 AM »
Quadruple Insane Stunt Bonus - Fix





What is this about?
gtamodding


The problem is, in order to actually be able to play with the fixed code, a new game must be started. That is for the most people not an option to choose. Therefore I've asked ATP, if he could create a fix based on CLEO, so savegames could still be used. Well, and he did.  :wub:


A readme with installation instructions is included. Once the Vice City version is finished, I will post it here aswell. According to the compatibility to other modifications like GTA United, Alien City or even the USCM - we didn't tested it, but nevertheless it should work with all of them. What's important is, that the name of the original Hyperjump thread of San Andreas (03A4: name_thread 'HJ') is still be used with the delivered main.scm of whatever modification you use.

One last note. Don't judge ATPs stunt that hard, he told me "I'm a scripter, not a stunter." :P

5
GTA Modding / Green NRG500
« on: August 20, 2011, 12:42:40 AM »
Hey everyone, I'm currently trying to create an entirely green NRG500, so to say from the head to the toe only green. In order to do that, I've extracted in the first step the nrg500.txd and nrg500.dff out of the gta3.img. Then I've opened the nrg500.txd with TXD Workshop and replaced the four files "nrg50092body128.png", "nrg50092brakes64.png", "nrg50092decal64.png" and "nrg50092metal128.png" with only-green substitutes. Saved, archieve rebuilded, ingame result is this:



What do I miss here? Is there any editing of the nrg500.dff necessary? And if yes, how do I do that?
Additional Info: Link - Found this, but it doesn't really help me.

Nevertheless, I uploaded my files, Link. I hope, you guys can help me a bit. Thanks. :)

6
IV Themed Videos / Mastermind - Episode 1
« on: October 16, 2010, 11:16:51 AM »
I haven't got anything to do with this, but since it's one of the best, if not the best, themed GTA Videos I've ever saw, I'm posting this here. Enjoy it. It's absolutely mindblowing.

Mastermind - Episode 1

Written and Directed by Ezequiel Guerisoli http://www.guerisoli.com
Narrated by Bill Kates
All music used under license.
A GTA machinima series.

7
Video Editing/Compression / Resolution and generell Quality
« on: August 02, 2010, 10:06:23 AM »
Hey guys, since I just received my new Samsung SyncMaster XL2370 LED, 23" max. resolution 1920x1080 (Full HD), and I'm also receive my new pc within the next week, I would like to ask for some help to get the utmost best quality possible in GTA. I've just checked the gta sa settings and it seems that the max. resolution is 1680x1050x32. Is there any way to play it in 1920x1080?

Besides render settings (.mkv) or audio quality (.flac), is there any other further way to improve the quality of gta (I'm not speaking of map modifications like SRT) and the editing itself (I'm using the newest versions of fraps and sony vegas)? I would really appreachiate it, if someone could give me some advices. Thank you. :)

8
SA Un-Modded Video Releases / Till Storm Breaks Loose
« on: December 05, 2009, 12:11:43 PM »
What, a new video from me? I think, you guys will ask that yourselfs; and I must say, I also knew nothing of this idea until a week ago.  :lol: After I released my (actually) last stuntvideo ColdDeath already, I got now a few days ago the idea of this video. Because of "ColdDeath" doesn't include a few of my best Hydra Stunts out of reasons like for example Live-Recording, as visible radar and hud aswell, what has disturbed me too, I now cut my last stunt video, Till Storm Breaks Loose, which now contains all my hydra stunts. As a small extension to "ColdDeath".  ;)

Therefore, I want to lose this time not many words, only a few more strokes I think is appropriate. I ask to turn a blind eye on quality. This video does not consist of new recordings, but simply from some age-old videos. Therefore, not much editing is in the video, a few cuts here and there, so it fits a little bit better to the music. The focus should simply lie on the stunts. Enough words, here are the links.


Download:
RapidShare

Webstream:
[noembed]YouTube[/noembed]


Last but not least I would like to make one small remark. All the stunts apart from the last two, has been made without teleportation, without immortality and without Ghosttown, back then I didn't knew anything about those things. So, one last time:

Have Fun.   :)

9
Community Council / Some Feedback
« on: November 23, 2009, 09:42:55 AM »
Since my post got deleted, I'll post here. Here is the place for feedback, and you'll get the feedback. Why is DeathCobra, Moderator of gtas, allowed to spam and insult me? Why doesn't he get warned and his posts deleted. Mine insteat which cleared that out, got deleted. Is that the way to moderate a forum? Is that the way you thank AJ and FF?

I tell you what that is; deleting what's uncomfortable, which does not match your opinion. DeathCobra was simply wrong and you (at least one further guy from the moderators) supported this. And if you practing those actions, then it's time to appell Aj Collins to say a power word what you guys are allowed to, and to what not. :)

Quote
Original by Flat Face
4th, While I'm giving everyone a fresh start, if you do something that breaks the rule or just pisses someone off and it was obviously meant to do so, you'll be getting an instant 24h ban and the old punishments still apply too.

Times should be over, where this behavior get's tollerated here, or did I missunderstood something? :)

10
SA Un-Modded Video Releases / ColdDeath
« on: November 11, 2009, 01:22:24 PM »


There are things you can not stop. A strong will, great dreams,
the pursuit of happyness. Without them, there is no true freedom.


I have thought a long time, how I should express my feelings and emotions the best. "ColdDeath" will be after a time of 4 year my last stuntvideo, so it isn't that easy to say everything what's needed in only one post. It was a great time with loads of ups and downs and I have met many great people while exploring GTA. Stunting is objectively on the one hand way to time intensive. On the other hand, I don't will forget how it feels to explore, that so much more is possible in GTA, then it seems on the first, second and even third view. Roof by roof, grind by grind, it's just the pure fun. All the videos and challenges, the development of them, stunting and editing wise. A real great time.

And out of this view I can say too, that I don't repent this time as a stunter. It requires much effort and conviction to land some stunts, but I don't see this as something bad. In first line we operate stunting naturally cause of the fun. But you can learn with it things like hard work, creativity, organization or things like programming (modding) aswell. In the game itself you experience as a stunter a sort of freedom, which we initially can not even imagine. With the time you learn the different technics of stunting and you are always more surprised by what actually is really attainable.


The Video

So, what is "ColdDeath"? It's a combination of my best of video, which includes additional some new stunts. The video represent my last act in the stunting area, so I hope that this video can deliver the expactations. This video is what fascinates me the most about stunting and driving to publish one last time something that is just something different. I like creativity and the attempt to create something new, even though the normal stunting of course will always be the foundation, new ideas keep the whole process dynamic and young. And if I can contribute only a part to this, it makes me happy. For this reason, all the stunts of the video are been made with frame limiter on. I started with this configuration to stunt and never feel'd for changing to Frame Limiter Off. The stunts may be not so high and far as the new stunts of these days, but that was never really my goal. I am happy with what I have achieved.

The video was edited by Rusch69, which like I write in the point Acknowledgments one more time aswell, he did an absolutly genius job. He had created some camera angles, which I do not even have dreamed of. For this you have my sincere respect, Rusch69.  :wub:

The intro of the video is a special idea, which might seem meaningless at first glance, but I have done very well my thoughts about it. It should simply show, that whatever we do, we should find ourselfs again at the end. Something which is important for you, you should pursue vigorously, whatever it may be. I felt it important to complete this, my time as Stunter now, as other tasks are waiting for me.

The outro now shows exactly as the last, which why I have become known at the beginning of the german stunting scene, a hydra stunt. Even if I had not made after my first two solo's any hydra stunts for a long time, the thrill never gone from these stunts for myself. This last hydra stunt was definitely fun again and I hope that many more hydra stunts will be done in future.






Download

Super High Definition 1600x900p (.mp4)
Part 1 - Part 2

High Definition 1280x720p (.wmv)
Megaupload
Rapidshare

Standard Definition 800x452p (.wmv)
Megaupload
Rapidshare

Web Stream
[noembed]YouTube[/noembed]
[noembed]Vimeo[/noembed]



The Super High Quality Version is towards the aspect of quality the best, however it has in two short passages a small image bug. Rusch69 and myself have decided now out of time reasons, to leave it at that. Who do not mind this, of course, we recommend the SHQ, all other the HQ.


Acknowledgments

At this point, I would like to thank the countless people I've met over the years. This would blow here now the underlying space, so I'll just mention the most important to me, I would nevertheless like to thank all those that are neither here nor mentioned in the outro of the video, and say that I never will forget you. And those who are surprised to found theirselfs in the thanks list, you should know that I respect you and that you where an inspiration to me.

First I must thank for his awesome work Rusch69, for his excellence job by editing the video. At first I had edited over a long time the video myself, but abandoned due to lack of time and motivation someday. Without Rusch69 this video would never have arisen. And what he ultimately created, I could not imagine better. Awesome work Rusch69, even in terms of addressing some of my perfectionist observations, you are just great.

Furthermore, I thank <Cr0sS>, Clankinator, Crait, KillaMarci and resser. I had originally planned to show each of them with one stunt in the video. In the second run of the video there wasn't space to show them, what I really regret. However, I would like to thank these people have become very dear to me. You guys rock. In addition I must thank <Cr0sS> and Clankinator again especially grateful for my NRG500 and Hydra skins. Such skins, I would have never even can create!

Of course I must also not forget Aschratt, ATP and Labiloute who have actively supported me in the script. You're all remarkably talented guys. Over time I learned from Aschratt different bases of scripting, but during the work on the intro encountered some situations where I got no further. You've helped me once again, what I can only admire.

As shown in the outro of the video, I also have quite a few helpers with the graphic design work. To be precise, they all have worked at different times on the main cover, for which I thank them all sincerely. The graph top right of the picture has made Silence, Tackleberry then created the white borders, Sven had changed me once the image resolution and MAL_ONE created at the end the brilliant writing and chessboard pattern. The bike on bottom left of the picture I had originally created myself. Many participants for a picture, I still thank you very much.

I must also thank PtRvY and Clankinator, who were kind enough to upload the video on YouTube and Vimeo. This has once again saved us time, so the video can already be published today. Thank you very much.

Finally, I thank all those who like that what I'm doing and all those who were an inspiration to me and to those with whom I had a lot of fun as well, and of course, the pages gtastunting, gta-worldmods and GTAinside. :)


Conclusion

So what's left to say? I thank really for the last years in Stunting Business and will be glad about every review and reply to the video. Now there are only two words left to say, the words I've used to finish my thread of my first stuntvideo 'Crazy' over four years ago:

Have Fun  :biggrin:

11
Tutorials / Aschratts SA SCM Tutorial
« on: October 25, 2008, 02:16:22 AM »
- SCM Tutorial -
Scripting of videosequences & SCM basics


Original Thread


Preamble

You're dream is since a long time to be able to include videosequences into videos, where people are moving around, like you want, cars driving, how you think they should do? You want scenes with such a suppleness, that you can't get with camhack, hollywood like stagings and movements with the camera into more than one direction at the same time? Then this tutorial will help you to make your own dream comes true. Work and learn hard, and you dream, to be able to script, will come true.

About This Tutorial

This tutorial was created, because I wanted to show The Q and ColdDeath how to script. But these two guys thought, this tutorial were to amazing if it doesn't would be released official. So I converted the tutorial into this thread form.

Creating Time: 2 Months
Correction: J-Fox, ColdDeath
Translating: ColdDeath

I hope this tutorial could show up the basics of scripting. Please respect this, so please talk to me if you want to link to the tutorial! Linking to the thread is allowed.
Thanks

Links
Before we start
  • Create a backup of your actuall, unmodded, SCM, before you change anything. Then you will be able to continuously play with your old savegames.
  • Do NOT load any savegame after modifying / replacing the SCM. This works only rarely and because of luck. Start EVERYTIME a new game.
  • Be sure, that a tick is in front of 'Do always write OpCodes' in the Sanny Builder Options. With this little tick, the beginning of scripting will be easier.

Acknowledgments

Special Thanks:
ColdDeath, The Q, piohh, J-Fox

Then I want to thank some people which helped me with the tutorial:
PARADOXON, oCain, AMD, Mardyfox


Part 1: Basics

Learning without practice is dry, practise without theory impossible. The best way to learn something is to work on both sides. It's the same with learning to script.

This tutorial is a crash course, that will show you, how to script videosequences in San Andreas via SCM. Therefore you must read everything carefully. And you're going to translate the things you've learned into practics.

So, let's start with the very basics.

SCM is a scripting language. A script, exactly like a program code, can be very long. So don't be scared, when you see the first time such a amount of code.

Let's look at a mission script. This one spawns the player after the start at the point X:0, Y:0, Z:100 (Z:100 because otherwise the player would be spawned under the ground). It is called also a "stripped" Script, because all missions and everything around it is deleted. This script will be expanded in the next parts of the tutorial.

Code: [Select]
DEFINE OBJECTS  1
DEFINE OBJECT (no object) //unused

DEFINE MISSIONS  0

DEFINE EXTERNAL_SCRIPTS  0

DEFINE UNKNOWN_EMPTY_SEGMENT  0

DEFINE UNKNOWN_THREADS_MEMORY  0

//-------------MAIN---------------


:MAIN_1
03A4: name_thread 'MAIN'
016A: fade  0 ()  0 ms

042C: set_total_missions_to  1
030D: set_total_mission_points_to  1
01F0: set_max_wanted_level_to  6
0111: set_wasted_busted_check_to  0 (disabled)
00C0: set_current_time  10  0

$SpawnX = 0.0
$SpawnY = 0.0
$SpawnZ = 100.0

04E4: unknown_refresh_game_renderer_at  $SpawnX $SpawnY
03CB: set_camera  $SpawnX $SpawnY $SpawnZ
062A: change_stat  165 (energy) to  999.0  // float
062A: change_stat  23 (muscle) to  999.0  // float
062A: change_stat  21 (fat) to  0.0  // float
062A: change_stat  163 (health) to  999.0  // float
062A: change_stat  160 (driving skill) to  999.0  // float
062A: change_stat  229 (bike skill) to  999.0  // float
062A: change_stat  223 (flying skill) to  999.0  // float
062A: change_stat  230 (cicle skill) to  999.0  // float
0629: change_stat  181 (islands unlocked) to  4  // integer see statdisp.dat
0629: change_stat  68 () to  0  // integer see statdisp.dat
0053: $PLAYER_CHAR = create_player #NULL at  $SpawnX $SpawnY $SpawnZ
07AF: $PLAYER_GROUP = player $PLAYER_CHAR group
01F5: $PLAYER_ACTOR = create_emulated_actor_from_player $PLAYER_CHAR
0373: set_camera_directly_behind_player
0173: set_actor $PLAYER_ACTOR z_angle_to  262.0


01B6: set_weather  1
087B: set_player $PLAYER_CHAR clothes "bballjackrstar" "bbjack"  0
087B: set_player $PLAYER_CHAR clothes "JEANSDENIM" "JEANS"  2
087B: set_player $PLAYER_CHAR clothes "SNEAKERBINCBLK" "SNEAKER"  3
087B: set_player $PLAYER_CHAR clothes "PLAYER_FACE" "HEAD"  1
070D: $PLAYER_CHAR
04BB: select_interior  0  // select render area

01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
01B7: release_weather
016C: restart_if_wasted at  $SpawnX $SpawnY $SpawnZ angle  0.0 unknown  0

0247: request_model #hydra
:MAIN_2
0001: wait  0 ms
00D6: if  0
0248:   model #hydra available
004D: jump_if_false @MAIN_2
00A5: $vehicle = create_car #hydra at $SpawnX $SpawnY $SpawnZ
036A: put_actor $PLAYER_ACTOR in_car $vehicle

016A: fade  1 ()  1000 ms

0001: wait  100 ms
03E6: remove_text_box

:MAIN_3
0001: wait 2500 ms
0002: jump @MAIN_3
(Original by Steve-M for his MapCleaner - http://www.steve-m.com)

The "Header"

Code: [Select]
DEFINE OBJECTS  1
DEFINE OBJECT (no object) //unused

DEFINE MISSIONS  0

DEFINE EXTERNAL_SCRIPTS  0

DEFINE UNKNOWN_EMPTY_SEGMENT  0

DEFINE UNKNOWN_THREADS_MEMORY  0

This is the so called "Header". For the beginning we don't change it, I'll explain it later when we need it (normaly only important if you want to write missions, or place things on the map). Instead of (no object) you could theoretically write everything else, but it's so, that the SannyBuilder writes everytime "SannyBuilder V.XXX". In the program "MissionBuilder" by Barton Waterdruck (BW) you could originally write your own name there, but in my opinion that has no sense anyway.

Little Explaining:
// These two slashes are comments. That means they will be during the converting into a SCM (called "compiling") ignored, and everything behind them will be skipped.

A code can for example look like this:

Code: [Select]
062A: change_stat  165 to  999.0  // Changes energy to 999.0.Only the part in front of the two slashes "//" will be compilled.

Let's look a bit closer on this line:

Code: [Select]
062A: change_stat  165 (energy) to  999.0The 062A: is the "OpCode". Every OpCode (Operation Code) causes something different in the game. Beside of that every OpCode needs values. Basicly you can write everything behind the OpCode. For example this:

Code: [Select]
062A: HABABABABIADFBFABIAFBI 165 AFIBFSIFSAIFSA 999.0 AFEVUFAUVkafOr:

Code: [Select]
062A: 165 999.00But this follows, that you don't know after some time yourself, what you're doing. Therefore we will do everything clean and not untidy. Every OpCode which has a explaining (for example: "change_stat") will not be touched, the explainings are made not without a reason.

Let's look, why the "165" and the "999.00" are so important and needs to be stayed in the script.

Note that you have to see the difference between certain datatypes:

Float = A decimal value (Attention! numbers must be separated using a dot so that SannyBuilder knows that you mean a decimal number!) Example: 999.00.

Integer = Rounded values without any seperator. Example: 1, 2, 3, 4, 234145, 4352611

String = A word or sentence. It's length depents on the OpCode which uses the string but standart OpCodes mostly use strings shorter than 8 signs. Strings allways need to be identified using '' for a short string or "" for a long string. Example: 'short', "I am a long string".

These forms are existing in the SannyBuilder too:

Quote
$ - global variable
s$ - global string variable
v$ - global long string variable
@ - label (text directly AFTER used to reference this label in jumps)
@ - local variable (number BEFORE denotes variable)
@s - local string variable (number BEFORE denotes variable)
@v - local long string variable (number BEFORE denotes variable)
'...' - string (first 8 bytes after OpCode when compiled)
"..." - debug string text
# - model identifier (means you can enter the id name of a model rather than the number)
Original from Modding Wiki: http://www.gtamodding.com


Global means, that the variable will be used over the whole script.

Local means, that the variable will be used only in different parts of the script.

90 % of all variables are global variables. It's important, that you don't confuse a local variable with a label.

Just take this in mind:

Code: [Select]
$ - Global Variable
$s - Global String
@Text - Label (Because Text is just written down behind the @.)

Let's take a look on the mainpart of our script:

Code: [Select]
//-------------MAIN---------------


:MAIN_1
03A4: name_thread 'MAIN'
016A: fade  0 ()  0 ms

042C: set_total_missions_to  1
030D: set_total_mission_points_to  1
01F0: set_max_wanted_level_to  6
0111: set_wasted_busted_check_to  0 (disabled)
00C0: set_current_time  10  0

$SpawnX = 0.0
$SpawnY = 0.0
$SpawnZ = 100.0

04E4: unknown_refresh_game_renderer_at  $SpawnX $SpawnY
03CB: set_camera  $SpawnX $SpawnY $SpawnZ
062A: change_stat  165 (energy) to  999.0  // float
062A: change_stat  23 (muscle) to  999.0  // float
062A: change_stat  21 (fat) to  0.0  // float
062A: change_stat  163 (health) to  999.0  // float
062A: change_stat  160 (driving skill) to  999.0  // float
062A: change_stat  229 (bike skill) to  999.0  // float
062A: change_stat  223 (flying skill) to  999.0  // float
062A: change_stat  230 (cicle skill) to  999.0  // float
0629: change_stat  181 (islands unlocked) to  4  // integer see statdisp.dat
0629: change_stat  68 () to  0  // integer see statdisp.dat
0053: $PLAYER_CHAR = create_player #NULL at  $SpawnX $SpawnY $SpawnZ
07AF: $PLAYER_GROUP = player $PLAYER_CHAR group
01F5: $PLAYER_ACTOR = create_emulated_actor_from_player $PLAYER_CHAR
0373: set_camera_directly_behind_player
0173: set_actor $PLAYER_ACTOR z_angle_to  262.0
01B6: set_weather  1

087B: set_player $PLAYER_CHAR clothes "bballjackrstar" "bbjack"  0
087B: set_player $PLAYER_CHAR clothes "JEANSDENIM" "JEANS"  2
087B: set_player $PLAYER_CHAR clothes "SNEAKERBINCBLK" "SNEAKER"  3
087B: set_player $PLAYER_CHAR clothes "PLAYER_FACE" "HEAD"  1
070D: $PLAYER_CHAR
04BB: select_interior  0  // select render area

01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
01B7: release_weather
016C: restart_if_wasted at  $SpawnX $SpawnY $SpawnZ angle  0.0 unknown  0

0247: request_model #hydra
:MAIN_2
0001: wait  0 ms
00D6: if  0
0248:   model #hydra available
004D: jump_if_false @MAIN_2
00A5: $vehicle = create_car #hydra at $SpawnX $SpawnY $SpawnZ
036A: put_actor $PLAYER_ACTOR in_car $vehicle

016A: fade  1 ()  1000 ms

0001: wait  100 ms
03E6: remove_text_box

:MAIN_3
0001: wait 2500 ms
0002: jump @MAIN_3

A Script begins everytime with the two rows:
Code: [Select]
:MAIN_1
03A4: name_thread 'MAIN'

:MAIN_1 is a "Label". That means, a point, where you can jump out of the script, that you are able to execute the following commands.

Code: [Select]
03A4: name_thread 'MAIN'
Is a command, which gives the mainthread the name "Main". To show that, I must go more into depth.

The Threadmodel

Threads has basicly the function, to let run certain codeparts parallel.

That's working in this way:

The processor assigns a thread 1/10 s, in which it should run it's command. Then the next thread comes. Ideally is the second one the thread, which will assigned the commands from the 2nd 1/10 s (this doesn't must disturb you). Because of this short timeperiodes the user doesn't recognize what's happen. The whole thing looks faster, because of the amount of threads (up to 300 and more). If a thread should do all SCM commands, it would need twice the time, because it would get still for the twice commands 1/10 s from the processor. That's the reason, why codes will be subdivide into threads. The main thread is everytime the "Mainthread". It steers the rest.

Example "Superjumps":
  • Mainthread will be started
  • Mainthread generates Superjumpthread
  • Superjumpthread checks if the player is doing Superjumps
  • Mainthread runs it's commands parallel

Without threads the mainthread would've take over the work of the Superjumpthread. The script would be more slowly. Therefore threads are very important for programming and scripting.


12
SA Stunting Challenges / Creativity Does The Talking
« on: October 10, 2008, 07:12:56 AM »
Cork 2 Wallride 2 Grind

[a href=\"http://s8b.directupload.net/file/d/1578/zbzw5mej_png.htm\" target=\"_blank\"]  Good luck.

13
SA Stunting Challenges / Are You Legend?
« on: October 09, 2008, 02:22:05 PM »


A included 360 or 720 rotation would be sexy. Good luck.

14
SA Stunting Challenges / Champion Challenge
« on: October 08, 2008, 12:51:56 PM »
This is one of my favourite spots I've ever found. But since I finally made the decision to stop trying it for my last video because I just don't want to put in anymore time, but on the other hand want to see it be done, so I'll post it.  It's a "BOB". Breabable Object Bump. I don't really know if this is new or not, but I don't have seen such a stunt anywhere till yet. Here you go:

[a href=\"http://s1b.directupload.net/file/d/1576/jd8idw84_png.htm\" target=\"_blank\"]  Have Fun.

15
SA Themed Videos / GTA United 1.2 - Multiplayer
« on: July 28, 2008, 03:09:55 PM »


GTA United 1.2 Online Play ~ GTA Rumble | ModDB
GTA United 1.2 Online Play ~ GTA Rumble | YouTube

This is a videopreview of playing the intern version of Beta 1.2 of GTA United online. The used multiplayer modification is GTA Rumble. GTA United 1.2 isn't compatibel to SAMP or MTA yet, that depends on the SAMP / MTA Teams, if it will be in future or not; and that's the reason why we make it compatible at first step to GTA Rumble. GTA United Beta 1.2 haven't got a release termin yet, there are still things we want to make. So it's done when it's done.

Editor: Aschratt

Online Players:
  • Aschratt
  • AMD
  • ColdDeath
  • PARADOXON
Enjoy.

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