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Comment History
andy80586
andy80586 - - 7 comments @ The Nameless Mod

There is definitely a balance between fixing bugs and a timely release date, but at this point I would place a much higher priority on the former. I have been following this mod for the last six years, and find it amazing that this team has stuck together and pulled through it all, and that we now stand 7 days from a mod that has taken over 7 years - 2,500 days - to develop.

I have no doubt that the world will gaze in awe at the remarkable feat of software engineering that this team has accomplished. It takes a lot of time and patience to make things like this, the full extent of which I doubt many people here realize.

I say this because six years ago I was one of those people. Then I went to hack a few limits in Vice City that were ******* me off and it took me at least 1 year to get what I wanted when it just seemed like a simple hack, and another year before it became stable. So nice work - you've earned it.

Good karma+1 vote
andy80586
andy80586 - - 7 comments @ GTA: StateofLiberty

except hacking the ped limit is not really a priority and gives a potential new source of bugs to have to deal with, which is not something we really need right now given the instability of 48.10. Coding an algorithm for the water hack is going to be hard enough (and given current courseload probably delayed to 49.1).

What I really need is a way to hack the structure of the paths for 4-bit ID and increasing the limit above 32,767, then comprehensive testing of draw distances and methods for hacking them, but I don't think you are going to have the patience for that given how hard I know it is and the fact you are starting from scratch. Yes, everyone starts from scratch; I started from scratch in July 2004 and it took until November of that year to complete my first hack.

Basically there are 3-4 miracles that will get anyone here automatic admin/credit/team placement:

1a. Sending me a .c and .h file that I can compile and test and it results in the paths IPLs generating cars on all the roads on all the islands.

1b. Making paths for significant unfinished portions of the map (i.e. SA). Half of these things aren't even there to begin with. This can be done either from scratch or by reading the SA path format and moving them over somehow.

2. Racing against Keith solving draw distance or other rendering bugs and winning (you have about a week to a month). And if you make the game stable on your computer, my computer, and Keith's computer, you win no matter what since I doubt the next release will fix everything.

3. Moving all of this to SA. You will run into problems after the first 5 objects, and if you get past that, after 9 or so more. Also there are boundary issues in SA to hack so you will have your hands full.

Good karma+1 vote
andy80586
andy80586 - - 7 comments @ GTA: StateofLiberty

Converting to SA is on the table, but the goal is to stabilize it on VC with paths and water first. The water is almost finished and will probably find its way into 49.0. Paths are going to be somewhat tricky because we will need to convert 16-bit stuff into 32 which takes a large amount of hacking and therefore time.

Good karma+1 vote
andy80586
andy80586 - - 7 comments @ GTA: StateofLiberty

@CKYRules - Sorry to be kinda blunt about this, but here:

Step 1: go to the address bar, type "google.com", then hit enter
Step 2: on the new page, in the box above where it says "Google Search" type in "rar" then hit enter
Step 3: click the first link that shows up on the new page
Step 4: click "Downloads" on the left side of the new page
Step 5: click the first file, "WinRAR 3.70", then click "Save File"
Step 6: minimize everything
Step 7: double-click the new file on the desktop
Step 8: commit the last 7 steps to memory so you can avoid asking noob questions and looking like a ******* and/or troll

Seriously, if you got to this page, you should know how to use Google to search for things. Jesus Christ...

Good karma+1 vote
andy80586
andy80586 - - 7 comments @ GTA: StateofLiberty

I released VC Limit Adjuster 2.0 Beta 5 which has path coordinate handling and some bug fixes (and maybe some new bugs that will be looked at later today).

Good karma+1 vote
andy80586
andy80586 - - 7 comments @ GTA: StateofLiberty

I need to get all the path limit stuff done - right now it's about 40% complete. It is hard to work on this with the amount of coursework I have - including my first upper-division CPE course. Don't worry - I haven't forgotten about this mod.

Good karma+1 vote
andy80586
andy80586 - - 7 comments @ GTA: StateofLiberty

If you are a capable modder and want to contribute to this, simply make a post in this thread.

Dylser, unless you are in the market for Viagra, it is a BAD idea to post your email the way you just did.

Good karma+1 vote