Category Archives: Modding

GTA3 Modding and Stuff

The day after my last post on Stalker, I finally realized that Stalker sucks. It has a good design but was poorly executed. I came to that conclusion upon getting to the final “level” (should be called an area, but their shoddy translation rears its head again) in which you have to rush through the outer perimeter of the Chernobyl Power Plant in about six minutes before the reactor has a blowout. I wasn’t even told that I had to do everything before the blowout, so my play style dictated that I creep around and then hunker down until the blowout was over; but here’s the thing: it never ends. When I looked it up on the forums and saw that was the case, I just threw in the towel. I had enough of this game and its half-assed gameplay. I only wanted to play it because people related it to Deus Ex repeatedly. But no, it isn’t like Deus Ex; it wishes it was like Deus Ex.

So I was trying to decide what game I would partake in next, and as you could guess from this post’s title, I chose Grand Theft Auto 3. I had only played this game through once before back in 2003. But when I remembered how irritating the gangs were in that game, I grew more uneasy about playing it again. I recalled quite specifically a quote from my (late) blog on January 1, 2003:

… Then I played GTA3 for the rest of the day…or..er..night and early morning. I have 58 of the 100 secret packages, and that armor at my hideout for getting package 50 is going to help a whole lot. I finally did beat the Turismo mission, although I had to cheat to win after about 40 more attempts to win. I had to use the time slow cheat so I could see dangers and react more quickly. The problem wasn’t speed, because I had a Stinger from Staunton Island, but the fucking car blowing up. Once, I was so fucking close to winning, I was on the home stretch with nothing in front of me and could see the final waypoint. Then, because I was in Chinatown, a Triad member shot my car and it was enough to set it over the edge and start burning. I kept going but it blew up within feet of the win. I streamed obscenities for about five minutes and woke up the parents. Usually, though, it was a shotgun-wielding Mafia member that set my car ablaze. When I slowed it down, I made sure to run them over or block their view with another car. It’s too bad I had to cheat, but it wasn’t anything too drastic, only a speed change, so I could react in time. It’s impossible to complete missions in Portland now, though, because all the gangs hate me. I only go back for secret package hunts, now.

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The code to my GTA3 mod.

Knowing the gangs would ruin my gaming experience, I looked around the GTA3\data directory for a config file that handled gang weapons. After I didn’t find anything in the plain-text config files, I suspected the main.scm file handled such attributes. Just from my observations of the file in UltraEdit, it appeared to be a structured scripting language. After a few Google queries, I came up with a very nice program called Barton Waterduck’s Mission Builder that can decompile the script file. Of course, as with any decompiler, you can only get it back into an “assembler-like” format; all control structures except jumps are lost. But I was at home with the code in only a few hours, having successfully implanted some code to change the gang weapons when in mid-game (you can see that code in the screenshot at right). Naturally, I tooled up the mod to work with the game’s story changes so I could release it to the public. Information on the final product can be found here.

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Stalker and Alarm Progress

A couple weeks ago, I started playing Stalker again to see if I could get into it. It’s a bit more palatable with the right assortment of mods but still buggy and not realizing its full potential. Although I’m not experiencing as many locks and crashes during play (since cleaning the computer out), I still get some crashes when loading games or exiting. I also started getting weird input hangs similar to the ones Titan Quest had. Fortunately, the fix was the same; just set the game to below normal priority in Task Manager. I think the problem is caused by a combination of my system and current game technologies and practices, as not all games have the same troubles.

But as I just mentioned, I had to use mods to plug up some of the gameplay holes in Stalker. Actually, I even did a small mod of my own. I found the hunger and starvation aspect of the game to be made an annoyance by the too-frequent need of opening your inventory and double-clicking some food. This gave me an excuse to write a program that can change the necessary hunger variables of an oft-modded game file without overwriting any previous modifications. Probably overkill for such a simple thing, but it’s still a lot more convenient. You can download it from here or a really awesome site for Stalker mods, FileFront. Additionally, I compiled a list earlier of all the game aspects that I thought needed improvement and have mods available to fix them:

  • lowered respawn-makes things repopulate the world less quickly (but apparently some areas continually respawn specific stalkers/creatures, like the industrial region on the way to Yantar). i haven’t actually found a mod to do this one yet, but information on how to can be found at this thread.
  • A-Life-allows the stalkers to move around more, improving the atmosphere by creating unique encounters
  • weather overhaul-you shouldn’t be able to not distinguish between night and day
  • remove annoying sounds like the nightvision loop or the npcs that repeat one phrase over and over
  • non-degrading armor-because it sucks having to throw away good armor that got trashed, unless you have…
  • repair mod-allowing you to keep your weapons (and armor) from getting worn out and jamming
  • detectors-locates anomalies and marks them on your minimap, so you don’t have to spend so much time later in the game watching for anomally effects
  • more realistic location damage-because a headshot should always drop um
  • extended loot mod-puts a wider range of goodies on bodies
  • increased weight limit-because it sucks only carrying around a couple large guns (albeit more realistic). i prefer a 150/200kg limit.
  • increased or no time limit on quests-it’s too difficult getting back in the same day to complete quests. i’d rather just wander around freely and choose when i want to do a quest.
  • increased flash light range-the original flashlight feels unrealistically short-range
  • real-world weapon names-i’m tired of games pussing out and making up weapon names (like CS does and then you have to mod every time an update comes out).
  • mp5/sawed-off/aksmu fitting in the pistol weapon slot-it’s pretty useless only having weak pistols in that slot all the time.
  • decreased stalker vision and perception-too much terminator vision going on here, and it’s hard to sneak up on them.
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June 2007 build

But I haven’t just been loafing around playing games all month. I’ve also made a lot of progress on my alarm program (cleverly named “Snake’s Alarm”), and a closed beta is in sight. I’m fairly certain that I’ve located the reliability bug that existed in earlier beta versions and have thus fixed it. There have been numerous other bug-fixes and changes, but also a lot of additions, such as: handling standby to either wake up the computer for an alarm or keep it awake for alarms; program settings are finally available with about ten useful user preferences; systray popups and message box actions available; multiple sound files for sound alarms; and integrated help documentation.

I just remembered that I also added a new feature to the image viewer pages here. It’s another little icon next to the “Break out of frames” one that will toggle between original image size and a size that will fit in the window. PHP finds a ratio of width to height for the image and then Javascript is used to find the window dimension and size the image according to the ratio. And because it’s just a ratio, you can resize the window to any dimension and it still works. Very nifty.

I also did a little work on a mod of Baryonyx’s Extended World CTW mod for Rise of Nations to make it an “Imperial” CTW. That is, only Gunpowder and Enlightenment age are available. I redid a few scenario scripts and was working on a new field battle scenario with large numbers of troops, moving in groups so they attack in lines. I’m not sure when I’ll finish this–maybe after I’m done with Stalker. Or the next time I spend a week at Kaylen‘s place with only my laptop.

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Things and Stuff

This is going to be a rather random post–just a list of some of the cooler things I’ve been up to. I’ve been noticing how this feels more and more like a blog, but I do try to keep the personal details out of it. I don’t think anyone (maybe Kaylen) cares what I had for dinner last night (Pork Lo Mein), what I last watched on TV (CNN), or when I stumbled out of bed today (3PM).

Since the spring semester of college was over a couple weeks ago (one A, two B’s, and a C), Kaylen and I finally got a chance to go camping. Her school, UVA, is only 30 minutes from the lovely Shenandoah National Park, so we went there and stayed at a centrally-located campground called Lewis Mountain. It was a decent campground (well-maintained), albeit pricey (want a 10 minute shower? 2 bucks). It was surprisingly popular, too; most days there were almost no free spots by the evening. I enjoyed making fires and gathering firewood so we could cook the food, but the low abundance of good wood meant short-lived fires. The second day, we went hiking on a trail called White Oak Canyon, but alas we turned around not far from the actual falls and only saw cascades; we’ll be sure to carry trail maps in the future. I’ve uploaded most of the pictures we took (including some impressive panoramas) to the photo album in this directory.

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I said "Don't you like popsicles?"

When we got back home, I uncovered a set of popsicle makers in the basement. Kaylen and I had much fun trying out different frozen snacks such as Dr. Pepper, Code Red, apple juice, orange juice, pudding, and raspberry snowcone syrup. The only problem is the amount of water in the substances. Many of the drinks just have too much water; causing mostly ice crystals and little flavor. So we tried experimenting with reducing the water by heating the beverage on the stove; it works perfectly for sodas. About half syrup and half water is the best blend. Delicious.

With my new time off, I’ve been back to work on several things, of course. I dabbled with the code to my as-of-yet-unreleased alarm program some a few days ago, mainly touching on a few bugs and missing features (buttons that go to nowhere). It’s been a little hard going back to it since I haven’t really looked at the code much since last summer (it’s a shame); I’m wishing now that I had commented the code more. But with any luck, I might be able to finally get the few kinks out of it and release it publicly, maybe even to some download sites. The reason I only gave it out to a select few beta testers previously is that it was proving to be unreliable in a few rare instances, and an alarm that’s unreliable is no good.

But for the last few days, I’ve been putting together a new column on PC air cooling. I took some logs from MBM and turned the data into some pretty graphs in Excel and then analyzed the results. It’s mostly just neat to see how the temperatures interact to certain events, as my conclusions are pretty obvious for any computer professional. You can find it here.

As for entertainment, I’ve been getting back into Rise of Nations after being disappointed with Stalker’s linear, buggy gameplay. I finally finished Alexander the Great’s campaign for the first time and now I’ve moved on to a mod version of the Entire World (Baryonyx’s Extended mod). This could be good news for anyone still playing RoN as I may get into making some more scripts and improvements to my ScriptMaker, as well as finally releasing my map pack mod.

I’ve also been having some fun with the new Sam & Max season. I tried playing some adventure games before, but just couldn’t get into all the walking around and trying every combination of things to progress the story. With Sam & Max, either the puzzles are easier than they used to be or I’m just more intelligent enough to figure them out now. Either way, it’s an amusing little game that I can’t get enough of.

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Image Browser, CoH Mapping, Titan Quest

I spent most of spring break drinking on the beach, and then I had sex with a fugly, fat chick cause I was drunk and thought she was hot. No wait, that was probably you. I actually spent most of my spring break coding an image browser in PHP.

It can mostly just read the files in the directory and match up thumbnails to full images. But it tries to link up images to entries in a database for extended information, like description and hits. Directories are a little more involved, requiring a full traversal of subdirectories for random thumbnails; but the product of those thumbs in my cunning folder graphic table is way snazzy. It also has the usual sorting and page selection options. The link in the nav frame goes directly to the Photo Album directory, but it’s possible to navigate up to the image root and view all my images. The only thing left to do on the image browser is keyword searches, which wouldn’t be too hard, but I’ve been engaged in other projects lately.

For one, I recently started making a map for Company of Heroes set in an interesting locale, Longwood University’s campus. It came to me in a dream (the result of too much school and CoH, probably). I saw myself commanding a German force comprised of some friends against the entire rest of the student body. I’m only roughly 10% into the project, but it should be rather interesting, whether it’s playable or not. It’s already obvious Brock Commons will be the major chokepoint of the map. A couple 88s could defend the whole thing, causing the Allies to find a way through the various buildings to flank.

But for the last couple weeks, I’ve mostly been playing Titan Quest. It’s pretty much just a Diablo clone, albeit many enhancements. I think I actually prefer TQ because of its familar story elements (Greek mythology anyone?) and less dreary atmosphere.

I had to overcome several problems to really get into TQ, though. First of all, it crashes all the time for me, even when patched. The solution I found was to just use a NoCD patched executable. This makes sense because the patched exe disables the shoddy Securom code–stuff that the developers can’t fix but are forced to include. Another problem was that my extra mouse buttons would often lag for several seconds. As one can imagine, this is really annoying and can sometimes put my character’s life in danger. I eventually noticed that Titan Quest really doesn’t like to share the CPU with other apps. Thus, the simple fix is to set its process priority to below normal. Lastly, the game doesn’t lock the mouse into the game window. But, of course, my CursorLock program easily fixed that.

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Oblivion Modding, etc.

I’m surpised myself that it’s been nearly a month between posts. What’s more surprising is that I haven’t really done anything too important to post on. I’m mostly just working on various projects, particularly an Oblivion modification. But I should be back to working on the site before too long. I still have to get the Columns area up, filling a large void on the nav (which itself needs a facelift with a flash version). Before I got stuck on modding, though, I did put in most of the files for the Content system. There’s still some, particularly older, files that need to be added, but they will be gotten to eventually. I also did some nifty changes, one of which allows users to view file stats when the download link is moused-over. It can also read vital info on media files like length, codec, bitrate, etc. Tis quite swooby.

My monitor died some time in the period between posts. It had been doing some bazaar things before it keeled over, like color distortion, image jumping, and scrolling horizontal lines. Then one day (a Sunday, I believe), I got up and brought it out of standby and it turned right off. Then it turned on…and off…and on…and off, etc. The time between the on and off got closer and closer together so that eventually the on light stop turning off. It was a rather odd way to die. I’m pretty sure that there’s just some power issue with it, which would be easy to fix. But alas, my warranty must be up. The original post from when I got it is here. I’m still debating about whether or not to replace it with an LCD; so until I do decide (and have the money to buy a new one), I’m just using a loaner monitor. I think this one might die any time now, too.

So, about this mod I’m working on, nay slaving over: I had an inspiration one day about the items in Oblivion. I realized that there were no set items like the ones in Diablo 2 and Dungeon Siege 2, where having more of the set gives the player increasingly powerful bonus effects. I remember what fun we had playing DS2 multiplayer over Christmas. Finding a set item led to instant jubilation and a scramble to pick it up before anyone else. It’s also one of the most difficult decisions to make in a game, whether or not to break a set. That kind of intense item fun is lost on Oblivion, so I’m trying to add it in.

At first, the mod was just a cool Thief set with some original and powerful item bonuses. But in the last few weeks, it’s grown into a larger project. The next set to be released soon is for mages. This set has new art for some of the items (robe, gloves, hood) to make the items match the name of the set: “Brilliant”. It has scripted and unique spell and power bonuses like invulnerability for a short time, health to mana sacrifice, and the super sweet ice storm spell which calls forth a blizzard on the target that does ice damage and freezes (as well as making the weather turn to snow). It also has a killer quest to go along with the set. You get the quest when you read a certain book. It has you going to a remote ruined fort that I’ve completely redecorated with new bosses, creatures, art, sounds. It’s quite a welcome relief from the standard oblivion designs. There’s also tons more stuff, but I can’t remember or say it all here. You’ll just have to check it out when it’s finished. Until then, here’s some screenshots from the upcoming release. You may download from here.

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More CS Stuff

I’ve now added stats for my CS Server. It uses the community standard PsychoStats, of course. I’ve made a few modification, though. A few of them are available at the PsychoStats site, like CSS Small Weapon Images with Names, Dark Blue Mod, and of course the lovable ol’ James. You can find the stats here. And as always, the server is at xxxxxxxxx.xxxxxx.net:27015. I removed the little server applet thing from the previous CS post, but you can find server info on this page now.

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