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Mobile Modes for GTA3 and Vice City #6
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How different would these modes be from the existing ones? |
These modes would have similar functionality to sa_mobile without unicode gxt and mobile Timers.
The goal is to support PS2, Mobile for III and VC, and uninstalled versions from PC. |
this sounds reasonable. Sanny no longer requires particular files to be present in the game directory (.exe, default.ide, etc) so making this directory totally optional makes sense. |
VC Mobile mode - #48 (comment) |
Two sets (Community and RockStyle) of 17 Edit Modes supporting III through VCS on multiple platforms. The new edit mode features are working out very well. Issues:
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We probably should re-evaluate this approach after #74 (comment) |
Originally posted by @OrionSR in #48 (comment)
Originally posted by @x87 in #48 (comment)
Originally posted by @OrionSR in #48 (comment) |
@x87 I tested the configuration file of the VCM mode released by OrionSR, and it can actually be released as a basic mode. There are only minor problems, such as the model name is not properly decompiled:
I think you can add VCM mode after 3.7.0 |
In addition, in my opinion, after SB does not need the game directory at present, it seems that it is not so necessary for the game data file. Is the model name of the IDE file really necessary? |
Is this still an issue? I thought I fixed this in Sanny Builder 3.6.1 |
Yes. I use the latest 3.6.2, and it still has this problem(But not all):
YT_MAIN_BODY2 Model ID 2586. Seems to read the coordinates of the second 2dfx? Why not the first one? In addition, the same at the beginning of mian:
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@XMDS I see the issue now. Actually disassembler does not use GetObjectID that had a bug which I fixed. Instead it reads IDE configuration and makes its own map of model names and ids that suffers from the same problem when the id is duplicated in a 2dfx section. I need to investigate what's needed to fix it. |
Mobile mode for GTA3 and VC would make Android and PS2 configurations much more flexible.
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