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Messages - MadmaN

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61
Bully Modding / Re: [WIP] Bully Multiplayer
« on: July 04, 2015, 08:03:52 PM »
The thing I would prefer to see the most here is really...keeping the ingame AI fully intact and have the capability to do coop missions. Now that I have the lua scripts all cracked....Doing coop mode for missions (depending on how the mod works with lua and how all of the various hooks in it work with the game) would really be a popular thing. People anymore are tired of just dm or team dm modes...I myself am totally tired of that since I have done both along with other modes for a long time now...many many years...with my clan which I intend to resurrect once this mod is released.

Allowing the server operators enough control to enable this would really be great. If it is not going to be in the mod then that is the choice of the dev team and well...as mom always says: It is what it is....lol.

@MyU

How do you intend to help stop cheating? Since this is the one thing that has ruined a LOT of games over the last several years online....

I remember back during my avp2 days I was helping a good friend and fellow modder..Bunny_s who created his own dedicated server mod and we blocked for the most part...all of the most used cheats (the cheaters eventually won however and totally killed that game for the entire community....since it is no fun playing when you have xx amount of players flying around...unable to be killed...shooting through walls....using ammo that can track you even around corners....etc) and his method however for doing it were pretty complex and it required a ton of number crunching. I know I am a decent programmer....but what he did was way over my head since it required some serious math skills which went way above what I myself have.

Allowing server operators to develop custom scripts that allow account based systems will be a good thing too since it will allow people to keep track of their stats...etc. Also...I very HIGHLY suggest that you look into a guid or hwid based banning system. This will prevent any banned people from coming back into a server to cause trouble...since the only way I know of to get around a hwid or guid ban is to completely change the hardware around in the computer that was banned. That can get quite expensive if you know what I mean....good way to punish the cheaters....rofl.

Those are just a few good ideas for you all to chew on.  I WAS Trying to help out with the dev stuff in the very beginning (in an advisory role only) but had to walk away quietly due to personal reasons...personal stuff in my life has just been hectic anyways so it made being part of that quite impossible for me. Hopefully P3ti doesn't have a harsh opinion of me for that.. Since I heard through the grapevine that he was not pleased...Since I really didn't contribute anything before I was forced to walk away from it...but things don't always go as planned for some of us sadly.

62
Bully Modding / Re: [WIP] Bully Multiplayer
« on: July 03, 2015, 11:44:57 AM »
I have spawned over 100 peds ingame before. You have to modify not only lua code to achieve this...but also edit the .dat files inside of trigger.img.

Trigger.img hard locks ped counts...especially in freeroam. I can explain how to do this in another thread if you like.  8)

63
Bully Modding / Re: [WIP] Bully Multiplayer
« on: July 03, 2015, 02:19:20 AM »
I moved all the offtopic stuff out. Please resume topic discussion. :)

64
Introduce Yourself / Re: Hola!
« on: July 01, 2015, 05:38:25 PM »
And my fanfic will be joining nes as one of the longer fanfics made for the bully universe. Mine goes in a different direction than nes does and is only about 1/4 written. Lagging behind due to the artwork being what takes the longest to do.

65
Bully Modding Archives / Re: Very first code
« on: June 30, 2015, 11:20:24 PM »
I was never actually 'taught' any of the bully lua coding. Tho the closest thing to being taught anything on that would be when Fred Tetra got hold of me here via pm and sent me what he had at the time on the lua scripts he was able to decompile.

Far as being 'taught' lua....even tho this actually has nothing to do with bully...that would happen to be:

Code: [Select]
require("INC_Class.lua")

--===========================

cAnimal=setclass("Animal")

function cAnimal.methods:init(action, cutename)
self.superaction = action
self.supercutename = cutename
end

--==========================

cTiger=setclass("Tiger", cAnimal)

function cTiger.methods:init(cutename)
self:init_super("HUNT (Tiger)", "Zoo Animal (Tiger)")
self.action = "ROAR FOR ME!!"
self.cutename = cutename
end

--==========================

Tiger1 = cAnimal:new("HUNT", "Zoo Animal")
Tiger2 = cTiger:new("Mr Grumpy")
Tiger3 = cTiger:new("Mr Hungry")

print("CLASSNAME FOR TIGER1 = ", Tiger1:classname())   
print("CLASSNAME FOR TIGER2 = ", Tiger2:classname())
print("CLASSNAME FOR TIGER3 = ", Tiger3:classname())
print("===============")
print("SUPER ACTION",Tiger1.superaction)
print("SUPER CUTENAME",Tiger1.supercutename)
print("ACTION        ",Tiger1.action)
print("CUTENAME",Tiger1.cutename)
print("===============")
print("SUPER ACTION",Tiger2.superaction)
print("SUPER CUTENAME",Tiger2.supercutename)
print("ACTION        ",Tiger2.action)
print("CUTENAME",Tiger2.cutename)
print("===============")
print("SUPER ACTION",Tiger3.superaction)
print("SUPER CUTENAME",Tiger3.supercutename)
print("ACTION        ",Tiger3.action)
print("CUTENAME",Tiger3.cutename)

Which was when I first started learning lua by itself. The above code is a classes and methods example.  :biggrin:

66
Introduce Yourself / Re: Hola!
« on: June 30, 2015, 07:48:47 PM »
Welcome to the snakepit Louise!

Always great to have new members. I do definitely like to see more girls get interested in communities like this since I hate it when girls in general seem to think that gaming communities are a 'guys only' thing which they most certainly are not.

Anyways...welcome. If you have any questions feel free to hit up either myself or another of the staff via pm or just post in the forum. We are all here to help and be friendly.

67
Bully Modding Archives / Re: COL format
« on: June 30, 2015, 03:05:14 AM »
MINGW is a pain in the butt. That I can personally attest to. But this is just due to it being a bit different then other programming ide's.

C# (c sharp) is my favorite language for coding apps and the like. I also have used many others too so...pretty familier with most languages. Tho I have been slowly walking away from all coding for some time now due to being just burnt out on programming in general due to doing this for too many years now.

I may be able to provide some assistance with a few things and possibly if you are game....pick your brain a little bit. It won't hurt me a bit...I promise!

I was planning at one time to do this as well but got put way too behind on a lot of things due to taking on way too much on my own and well...I paid the price for that one...rofl.

68
I may update it and redo it sometime but for now consider it a final beta. The language it is written in is pretty old and very outdated. This was a leftover gta modding tool of mine from back in the day and I converted it for bully use.

69
Bully Modding Archives / Re: Bully Modding Low Activity
« on: June 27, 2015, 05:07:10 PM »
Well, Modding may be slow atm....but as long as at least one person still mods....the modding is not dead yet. It just goes through ups and downs.

You also have to realize something. We live in a era where people have very very short attention spans on games. This means people would rather fight eachother for the chance to get the latest and greatest most uberiffic game there is rather then play something they consider to be stone age tech. I myself still play and mod Doom which is the game that started it all. If it wasn't for Doom....games would not be the way they are today.

Modding here may get more active soon since I will be releasing every single lua script fully decompiled and rewritten exactly as Rockstar did them. This means that the entire game will be fully moddable at this point except for things like the sounds...animations and a couple other minor areas. I am currently in the process of finishing redoing all teh fixes to the scripts since I did originally have them fully intact and decompiled, but somehow lost what I did and am forced to redo it all but, it won't take too long to finish it all up so things are more usable.

What does this mean to all of you? This means you will no longer be limited on the script mods that can be done or released. I realize I should have released all of this long ago but like others here, got caught up in the drama and other stuff going on and ended up literally being burnt out due to it all. That is why I will remain retired from releasing any mods myself. Not unless I come up with a really good idea and get time to do it. Due to writing currently a massive fanfiction...Bullworth of the DEAD...which a few trusted friends have gotten the chance to preview the early drafts of it and see the early artwork for it....it is taking up all my time and concentration so ...no time for really any modding. But, I can still at least get these scripts finished and released since I know people have been long tired of hearing me promise to release them and never deliver. Sorry bout that. But I also have a lot more responsability on my shoulders here then anyone else in the community due to my position here, the fact that I have been trying to somehow keep the community together and dealing with things outside of all of this....it isn't easy for a single guy to do all of that...

I will keep everyone updated on the status of the scripts. I may just release these one or a few at a time as I get them fixed and do it that way....this way things are getting released.

Keep close watch in the scripting section since this is where I will release them in a sticky thread.

70
Script Modding / Re: LUA Nodes
« on: June 20, 2015, 02:53:09 AM »
Here is an idea for all of ya...DaBOSS knows this idea well since I helped him out with quite a lot over the time he has been with us.

Why not just all try and work TOGETHER rather then all this silly bickering? This is the one main lesson I have tried to teach everyone in the community with the effort and work I put into basicly rebuilding it from scratch and getting it moving in the proper direction.

It doesn't matter in the end who found this or that first. Nor does it matter who owns this or that. Things like all this silly bickering is why I decided to retire from any modding here since this reminds me of what the gta community did. People get so hung up on competing with one another over the whole fame aspect of things rather then trying to work together as a unit to really bring something special to everyone that EVERYONE can actually enjoy.

As far as the whole mass quoting goes....I will edit any posts to shorten the quotes if people continue to use the quote bbcode incorrectly. I have run across this problem on many forums and it has even gotten to the point where you literally have to scroll the equivilant of 10 pages worth of quoted text to see the actual reply of the poster who did the quote. All this does is make it harder for people to read what you are saying and it creates a lot of unnecessary work for the staff members here to sift through. Most staff members would rather just simply delete the entire post.

As to
This is a total lack of support for a fellow modder and it's likely a cause for why the Bully modding community is starting to fail.

In closing....regarding this comment by DaBOSS.....he is partially right on this.

In all reality...with the sole exception of the modders that really are trying to make this community something special, the rest of you only have yourselves to blame for the current status of the modding community. Not me nor any other modder who has cemented our names with the effort of trying to work together and create something really cool. This is why I always say it is easier to destroy then to create. To create something special, you need a team that works together and weathers the ups and downs of being a team. It only takes just one person to destroy every single thing that everyone else in that team has worked for. You all may want to think hard and long about this.

This is also why I created the Biblio-Techa modding team. I never created it as a means to compete with anyone nor as a means to have the best of the best modders...nor as a means to hoard the best of the best code/internal game resources. I created it to hopefully inspire others to do the same: build really awesome modding teams that everyone can be proud of for what they accomplish together. Rather then people taking the 'lone wolf' path on being part of a community. Trusting one another and helping one another out is mainly the whole point.

Sorry if I skewed this thread into a different tangent here, but I just felt the need to drop this in here as a response to what has been said so far.

@Rambo7

If you extract act.img and open the proper .cat file in a hex editor, and scroll clear down to the bottom of it. You will see a bunch of readable text. All of this is what you call Action trees. These are specifically trees for action nodes and if you really study how they are, they will give you many clues as to how you can use this to call a specific move or action. I can easily give you a couple of working examples along with the text from the .cat they are associated with so you can get a very good idea how to do this. 8)

71
Modding Questions/Help Archives / Re: PED'S spawn anywhere.
« on: June 16, 2015, 07:15:09 PM »
There is a lot of population overrides you can use in the .dat files that are inside trigger.img

I have posted tutorials about this before...a long time ago. Just look in my section of the modding area or look in the ultimate modding topic (very outdated now sadly) and you should find your answers there for that. You actually can go beyond the 26 ped limit since I have spawned well over 100 before in freeroam. You just have to make sure your edits are correct. Might take a little trial and error. 8)

72
It is a billy club. Yes it can be spawned since I and a few of the early modders managed to do that.

Just so you know, I will be making this section read only soon because I no longer post in this area and most of the information here is superseded by the lua modding area. Most of the information here is very outdated anyways and no longer applicable aside from things like weapon/prop/ped names...etc.

73
Bullworth Never Ending Story / Re: NES Comments
« on: June 13, 2015, 10:40:28 PM »
I still gotta get around to actually reading it...rofl.

I managed to read I think the first couple posts worth and that was pretty good. Due to being involved heavily in writing my own fanfic, doing the art for it, dealing with projects outside of this, plus trying to release every bully lua script....this will have to go on my very...umm....long todo list. :)


74
There are only two people that I personally know of that has been able to change prices ingame. NTAuthority who posted a small school store blowout mod that made everything free and myself.

I will as soon as I can post all of the scripts including the store scripts which will allow you to do this easily. I have just been very very busy with more important matters to have time to get this all out. I have every single script except one fully decompiled and written exactly as Rockstar did them and just been sitting on the backburner on releasing all of this. This will allow the game to be almost fully moddable with the exception of editing savegames and the animations/sounds. Everything else can be edited in some fashion now.

75
Suggestions & Feedback / Re: All Quiet On The B-B Front
« on: April 19, 2015, 02:03:12 AM »
Heh.,...I never get hiccups myself. Hiccups get ME!.....just had to come in here and invade.

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