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Question about Modding.

ZeRoX2 · 2459

0 Members and 2 Guests are viewing this topic.

Offline ZeRoX2Topic starter

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on: April 22, 2012, 02:19:52 pm
The cars I download have special wheels. Why don't I see them ingame?



Offline stormeus

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Reply #1 on: April 22, 2012, 02:23:10 pm
The cars I download have special wheels. Why don't I see them ingame?

If it's DMagic1's Magic Wheel mod, the default.ide file probably isn't read by VC:MP. Can't say for sure, though, since it's a critical game file.

If this doesn't involve VC:MP, this should probably be in Hardware/Software Discussion, but it's probably because you didn't install it right. Make sure you modified gta3.img to change the wheel.dff model and that you changed your default.ide as well.



Offline Marcell

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Reply #2 on: April 22, 2012, 03:10:43 pm
If it's DMagic1's Magic Wheel mod, the default.ide file probably isn't read by VC:MP. Can't say for sure, though, since it's a critical game file.

If this doesn't involve VC:MP, this should probably be in Hardware/Software Discussion, but it's probably because you didn't install it right. Make sure you modified gta3.img to change the wheel.dff model and that you changed your default.ide as well.
it's not like that

default VC cars don't have any wheels (like when you render them in 3dsmax) but they do have wheels in-game due to game script setting correct ones from wheels.dff and wheels.txd

so in case you install a car mod which has wheels huger than default ones, you will see them since they will go over default ones.
but majority of times either the wheels will be too small (thus you'll see only default ones), or they will just 'mix' with default ones

DMagic1's is supposed to remove default wheels from cars you mod, it works in SP yes, but VCMP doesn't allow changing default.ide, else your game will not load.

so in short, default cars = no wheels on DFF (model), wheels assigned by script
modded cars = wheels on DFF (model), wheels assigned by scripts as well unless you have dmagic's mod (which doesnt work on vcmp)

in samp this doesn't happen, since every SA car has it's own wheels on DFF model



Offline Morphine

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Reply #3 on: April 22, 2012, 05:52:54 pm
If it's DMagic1's Magic Wheel mod, the default.ide file probably isn't read by VC:MP.

If it really did affect the .ide, it would not even allow him to join the server. I've seen what .ide modding does myself back when I first started VC-MP with my GTA VC Deluxe copy, it loads your game and all but the furthest you would go is to the Pogo Monkey screen, with huge green letters (was it green?) with something in the following lines:

DEFAULT.IDE HAS BEEN EDITED



Offline JDC

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Reply #4 on: April 24, 2012, 02:18:09 pm
It'd be nice to see different wheels allowed in 0.4.

The most important part is interacting with others and meeting people from around the world.

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Offline Morphine

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Reply #5 on: April 24, 2012, 03:25:50 pm
It doesn't really depend on the VC:MP  version. There are a few wheel mods out there, like the XBOX wheel mod, which don't affect any particularly important files of the game.



Offline SugarD

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Reply #6 on: April 25, 2012, 10:35:19 pm
It doesn't really depend on the VC:MP  version. There are a few wheel mods out there, like the XBOX wheel mod, which don't affect any particularly important files of the game.
If it edits a file VC:MP checks, though, it will still trigger the anti-cheat system.



Offline Ave

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Reply #7 on: April 25, 2012, 11:16:51 pm
If it edits a file VC:MP checks, though, it will still trigger the anti-cheat system.
It will not. Modifications such as XBOX wheels change the textures only.
And there is no anti-cheat system; if you mess up important files, VC:MP will simply crash.

Please do not connect cheats with visual mods that only enhance graphics.



Offline SugarD

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Reply #8 on: April 25, 2012, 11:22:37 pm
It will not. Modifications such as XBOX wheels change the textures only.
And there is no anti-cheat system; if you mess up important files, VC:MP will simply crash.

Please do not connect cheats with visual mods that only enhance graphics.
I'm not connecting anything. Some mods, even visual, change files within the game itself. If VC:MP's anti-cheat mechanism checks these files, it would be triggered. MTA:VC works exactly the same way. They simply check the sizes of those specific files. Please keep in mind, I said if it checks those files.



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Reply #9 on: April 25, 2012, 11:44:03 pm
Size has nothing to do in here. For example, my particle file is now more than 80 MB, while default particle weights not even 1 MB.

Anti-cheat system could belong to the specific server itself, not the multiplayer. Scripts can automatically ban you for cheating, and with uncareful file modding, you just get VC:MP crash on the loading screen.



Offline SugarD

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Reply #10 on: April 26, 2012, 12:16:50 am
Size has nothing to do in here. For example, my particle file is now more than 80 MB, while default particle weights not even 1 MB.

Anti-cheat system could belong to the specific server itself, not the multiplayer. Scripts can automatically ban you for cheating, and with uncareful file modding, you just get VC:MP crash on the loading screen.
I'm not talking about scripts or the server. I'm talking about the client itself.



Offline Marcell

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Reply #11 on: April 26, 2012, 12:39:01 am
VC:MP has no anti-cheat mechanism, lol. Just the thing if you edit some core files of the game (default.ide etc) it won't load due to check, but other than important data files in /data folder, there's nothing.



Offline SugarD

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Reply #12 on: April 26, 2012, 01:26:54 am
VC:MP has no anti-cheat mechanism, lol. Just the thing if you edit some core files of the game (default.ide etc) it won't load due to check, but other than important data files in /data folder, there's nothing.
That is what the anti-cheat mechanism is then.



Offline Morphine

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Reply #13 on: April 26, 2012, 04:49:36 pm
If it edits a file VC:MP checks, though, it will still trigger the anti-cheat system.

Thanks for the heads up, Captain Unobvious. I'll quote what I wrote in another topic with a similar title:

Quote
Anyway, VC-MP has this sort of "anti-cheat" programmed into it which restricts the editing of the following core game-files: data/default.ide, data/handling.cfg, data/weapon.dat, data/VCMP.SCM and data/pedstats.dat. I don't know if any more have been added over the years but I wouldn't want to care either.



Offline SugarD

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Reply #14 on: April 26, 2012, 06:11:04 pm
Thanks for the heads up, Captain Unobvious. I'll quote what I wrote in another topic with a similar title:
You're welcome. If you remember correctly, when I brought it up, it was in response to this:
DEFAULT.IDE HAS BEEN EDITED



 


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