Don_Guru
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em Ter 14 Nov 2017, 03:30
If you already knew about this mod and used it, I love you <3
If you don't head over here for a quick description

Rather than just "simply" port the code from the CLEO version , I rewrited it from the scratch and added a few improvements*
This means that the code is even faster than it was before,so you shouldn't experience "lag" while using this.

A lot of people were reporting that it didn't work with SAMP and that problably due to the skyboxes using custom IDs.So,for this version I packaged two versions,one for Single-Player and other for SA-MP.

SP requires ModLoader and Open Limit Adjuster .
SA-MP version doesn't require any of this! **

Be sure to check the script if you need to change some settings.

And of course both versions requires Moonloader and MoonAdditions

Downlod SP Version
Download SA-MP Version

Thanks to Junior_Djjrr for the help :)

PS: I would love some screenshots to make this post more decent :v:



*Such as being compatible with auto-save mods.(yeah ,now you don't need to use vanilla savegame pickups)
**I haven't tested it on SAMP to see if it really works or not xd, so if up to you to find out.
Hue
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em Ter 14 Nov 2017, 10:19
Looks good!

Many people had complained about mod operating on samp

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[SA][Lua] Better Skybox 2 Ac2CNFT
[SA][Lua] Better Skybox 2 2n6t5d4

"Usaremos o idiota útil na linha de frente. Incitaremos o ódio entre as classes. Destruiremos sua base moral, a família e a espiritualidade. Comerão as migalhas que caírem de nossas mesas. O Estado será deus. Nossa minoria organizada irá sempre derrotar a maioria desorganizada" (Vladmir Lenin 1870 - 1924)

"Os fascistas do futuro chamarão a si mesmos de antifascistas." (Winston Churchill)

“Toda verdade passa por três estágios. Primeiro, ela é ridicularizada. Segundo, ela é violentamente resistida. Terceiro, ela é aceita como sendo autoevidente” (Arthur Schopenhauer, 1788-1860)"

“Se pudesse ser demonstrada a existência de qualquer órgão complexo que não poderia ter sido formado por numerosas, sucessivas e ligeiras modificações, minha teoria desmoronaria por completo.” (Charles Darwin, 1872)
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em Ter 14 Nov 2017, 21:12
.


Última edição por Veryzon em Dom 01 Jul 2018, 08:03, editado 1 vez(es)

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Junior_Djjr
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em Ter 14 Nov 2017, 21:40
@Don_Guru escreveu:So,for this version I packaged two versions,one for Single-Player and other for SA-MP.
It's good.
Custom IDs fixes a bug that makes appear less peds (besides being more convenient to add instead of replace);
SA-MP don't have peds... so, no problems :P

We just have to figure out how to make the clouds always drawn after all the objects. Or maybe, make them drawn even after the draw distance and fog.

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Don_Guru
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em Qua 15 Nov 2017, 02:06
@Junior_Djjr escreveu:We just have to figure out how to make the clouds always drawn after all the objects. Or maybe, make them drawn even after the draw distance and fog.
This makes me wonder how hard would it be to reverse engineer SET_OBJECT_DRAW_LAST?
[SA][Lua] Better Skybox 2 85c
Junior_Djjr
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em Qua 15 Nov 2017, 05:10
@Don_Guru escreveu:
@Junior_Djjr escreveu:We just have to figure out how to make the clouds always drawn after all the objects. Or maybe, make them drawn even after the draw distance and fog.
This makes me wonder how hard would it be to reverse engineer SET_OBJECT_DRAW_LAST?
Just a flag...
[SA][Lua] Better Skybox 2 110
So this flag is used somewhere to draw last... But, where?
If we find, we could make a kind of "DRAW_FIRST" and apply similarly.

edit: I tried a lot....... no sucess.
I found several things about how "draw last" works, and it seems to be very complex (I don't know if it's the same as how opcode works)
But I found a cool function that can be useful... 0x00553F60, or 0x00554230 - Seems like a cool calculations about the entity will be rendered, or not, and so the entity is placed in a rendering list.
I didn't stop to analyze well yet.

Being very optimist, if you call 0x005534B0 sending CEntity and some high value (like 999999999.9, or 1.0 to test), the entity will be added in a list with some render order based on the passed value. Think about a "emulated distance".
Same with 0x00734570.
I'm leaving and I can't test now, but I doubt it will work...
Also, I think that will render 2 objects (it will duplicate the render, one normal and other with "emulated distance")

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Junior_Djjr
Scripter CLEO - Avançado
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em Sab 18 Nov 2017, 22:26
Nice...
Código:
[22:23:30.573162] (error)   opcode '0247' call caused an unhandled exception
I'm unlucky with lua mods.

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Don_Guru
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em Dom 19 Nov 2017, 15:02
LOL, even I crashed trying to request certain models  when I was working on the first version. Still don't know why.
But you can enable bDebug on the script so it can print stuff in moonloader.log.

Código:

[03:42:45.548350] (script) BetterSkybox: @load_sky(): Requesting SF_Sunny w/ ID 15135
[03:42:45.548350] (script) BetterSkybox: @load_sky(): Requesting DS_Night w/ ID 15148
[03:42:45.548350] (script) BetterSkybox: @load_sky(): Requesting CS_Night w/ ID 15147
[03:42:45.548350] (script) BetterSkybox: @load_sky(): Requesting LS_Night w/ ID 15144
[03:42:45.548850] (script) BetterSkybox: @load_sky(): Requesting DS_Sunny w/ ID 15138
[03:42:45.548850] (script) BetterSkybox: @load_sky(): Requesting SF_Night w/ ID 15145
[03:42:45.548850] (script) BetterSkybox: @load_sky(): Requesting LV_Night w/ ID 15146
[03:42:45.548850] (script) BetterSkybox: @load_sky(): Requesting SF_Cloudy w/ ID 15140
[03:42:45.548850] (script) BetterSkybox: @load_sky(): Requesting DS_Cloudy w/ ID 15143
[03:42:45.548850] (script) BetterSkybox: @load_sky(): Requesting CS_Cloudy w/ ID 15142
[03:42:45.548850] (script) BetterSkybox: @load_sky(): Requesting LS_Cloudy w/ ID 15139
[03:42:45.548850] (script) BetterSkybox: @load_sky(): Requesting CS_Sunny w/ ID 15137
[03:42:45.548850] (script) BetterSkybox: @load_sky(): Requesting LS_Sunny w/ ID 15134
[03:42:45.548850] (script) BetterSkybox: @load_sky(): Requesting LV_Sunny w/ ID 15136
[03:42:45.548850] (script) BetterSkybox: @load_sky(): Requesting LV_Cloudy w/ ID 15141
[03:42:46.816907] (script) BetterSkybox: @createSkies(): Sunny
[03:42:46.816907] (script) BetterSkybox: @createSkies(): Created sky SF_Sunny ,modelID 15135 and handle 27137
[03:42:46.816907] (script) BetterSkybox: @createSkies(): Created sky DS_Sunny ,modelID 15138 and handle 27393
[03:42:46.816907] (script) BetterSkybox: @createSkies(): Created sky CS_Sunny ,modelID 15137 and handle 27649
[03:42:46.816907] (script) BetterSkybox: @createSkies(): Created sky LS_Sunny ,modelID 15134 and handle 27905
[03:42:46.817407] (script) BetterSkybox: @createSkies(): Created sky LV_Sunny ,modelID 15136 and handle 28417
[03:42:46.817407] (script) BetterSkybox: @createSkies(): Cloudy
[03:42:46.817407] (script) BetterSkybox: @createSkies(): Created sky SF_Cloudy ,modelID 15140 and handle 28929
[03:42:46.817407] (script) BetterSkybox: @createSkies(): Created sky DS_Cloudy ,modelID 15143 and handle 29185
[03:42:46.817407] (script) BetterSkybox: @createSkies(): Created sky CS_Cloudy ,modelID 15142 and handle 29441
[03:42:46.817407] (script) BetterSkybox: @createSkies(): Created sky LS_Cloudy ,modelID 15139 and handle 29697
[03:42:46.817407] (script) BetterSkybox: @createSkies(): Created sky LV_Cloudy ,modelID 15141 and handle 29953
[03:42:46.817908] (script) BetterSkybox: @createSkies(): Night
[03:42:46.817908] (script) BetterSkybox: @createSkies(): Created sky DS_Night ,modelID 15148 and handle 30465
[03:42:46.817908] (script) BetterSkybox: @createSkies(): Created sky CS_Night ,modelID 15147 and handle 30721
[03:42:46.817908] (script) BetterSkybox: @createSkies(): Created sky LS_Night ,modelID 15144 and handle 30977
[03:42:46.817908] (script) BetterSkybox: @createSkies(): Created sky SF_Night ,modelID 15145 and handle 31233
[03:42:46.817908] (script) BetterSkybox: @createSkies(): Created sky LV_Night ,modelID 15146 and handle 31489

So you can check if this mod is giving you trouble or another one.


I wish I had a deeper about reverse engineering and stuff about SA to help you with that,but I'm stilla n00b at this so there's nothing much I can do ¯\_(ツ)_/¯
Junior_Djjr
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em Seg 20 Nov 2017, 20:05
Better Skybox was disabled in ModLoader.
This makes much sense huehuehue huehuehue

This is the problem of using script files outside ModLoader instead of all in one folder.

edit:
MoonLoader doesn't have any function to calculate frame delta time
There's no 0079:? wtf, I thought moonloader had all opcodes, but it doesn't even have this one, that is super important.

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Don_Guru
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em Ter 21 Nov 2017, 19:16
@Junior_Djjr escreveu:
MoonLoader doesn't have any function to calculate frame delta time
There's no 0079:? wtf, I thought moonloader had all opcodes, but it doesn't even have this one, that is super important.

I thought this was a CLEO replacement,now is even worse than CLEO  LOL
At least getTimeStepValue() was added along with the new version

Also,SAMP version seems (at least for me) to be broken
Código:

[17:55:12.729002] (script) BetterSkybox: @createSkies(): Trying to Create LS_Night...
[17:55:12.729002] (error) opcode '029B' call caused an unhandled exception

This should be an easy but tedious fix,so that's why samp version is dead for me :)
Um Geek
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em Ter 21 Nov 2017, 20:04
already has new version of moonloader available?


já tem nova versão do moonloader disponível?

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Don_Guru
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em Ter 21 Nov 2017, 20:13
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