Feb 10 2014, 01:56 PM Post #121 | |
Coding like a Rockstar! Posts: 1,468 From: ??? Joined: 28-May 09 | I found a new problem 0aaa opcode does not work with threads main, the result is always 0. Thanks. CLEO 4.3.14 released! Fixed these: CODE 4.3.14 * Fixed 0AAA only returning custom scripts * Fixed many things which use the 'SCM Block' or 'Mission Local Storage' space * Fixed parameters being passed to script local storage instead of mission local storage through 0A94 * Fixed potential problems with iteration through the script queues (may cause rare and hard to trace bugs) Also updated the packages with the nice new http://cleo.li URL -------------------- | CLEO 4.3.22 | A?i?a?o?3D | UI SDK | Black Market Mod 1.0.1 | GInput 0.3 | Cheat Keyboard | Tactile Cheat Activation | Stream Ini Extender 0.7 | SuperVars | ScrDebug | Vigilante Justice: San Andreas | |
Feb 10 2014, 10:20 PM Post #122 | |
Ameteur Member Posts: 32 From: Brazil Joined: 12-January 14 | http://cleo.li/ veeeeery nice! good design (and link) -------------------- |
Feb 12 2014, 06:03 PM Post #123 | |
Newbie In Training Posts: 19 From: Russia Perm Joined: 13-September 12 | New problem. I am attaching the log file. After repeated call external scripts in cs script hangs games. -------------------- I know everything and nothing... |
Feb 12 2014, 06:25 PM Post #124 | |
Coding like a Rockstar! Posts: 1,468 From: ??? Joined: 28-May 09 | New problem. I am attaching the log file. After repeated call external scripts in cs script hangs games. You mean, launching other custom scripts? If yes, you've probably overloaded the game with script data. A custom scripts data is not deleted when the script terminates in CLEO 4.3 - this is for a very good reason. Modders often write ASM in their scripts and inject them into game functions. If a script's data is deleted, so is the ASM which game functions are jumping to, which will cause a crash when the script explicitly terminates, and possibly when a new game is started if the script doesn't make the new hook before the game calls the old one. In 4.3 the terminated scripts are added to a deletion list which will be processed after a new game is started, which is the best choice since so many scripts exist that hook and terminate. However, if you're launching custom scripts in a loop or at least really often, there will obviously be a problem. Even if the scripts were deleted on their termination, you'd still be causing a big performance hit to the game, since memory is to be allocated and deallocated every frame. Not sure if this does apply to what you're saying is happening though. So more information may be helpful. -------------------- | CLEO 4.3.22 | A?i?a?o?3D | UI SDK | Black Market Mod 1.0.1 | GInput 0.3 | Cheat Keyboard | Tactile Cheat Activation | Stream Ini Extender 0.7 | SuperVars | ScrDebug | Vigilante Justice: San Andreas | |
Feb 12 2014, 06:58 PM Post #125 | |
Newbie In Training Posts: 19 From: Russia Perm Joined: 13-September 12 | Very sorry. It turns out if the memory is full, the game freezes. This is not the way. And how could I be? I run on every new car script, and then if the structure is removed, then the script terminates. And in fact, it remains in memory. Very, very sorry ... Now I'm completely stumped. -------------------- I know everything and nothing... |
Feb 14 2014, 06:22 PM Post #126 | |
Newbie In Training Posts: 19 From: Russia Perm Joined: 13-September 12 | New problem. Cleo save does not work. -------------------- I know everything and nothing... |
Feb 16 2014, 09:27 PM Post #127 | |
Coding like a Rockstar! Posts: 1,468 From: ??? Joined: 28-May 09 | New problem. Cleo save does not work. Can you explain more? It wasn't broken before? -------------------- | CLEO 4.3.22 | A?i?a?o?3D | UI SDK | Black Market Mod 1.0.1 | GInput 0.3 | Cheat Keyboard | Tactile Cheat Activation | Stream Ini Extender 0.7 | SuperVars | ScrDebug | Vigilante Justice: San Andreas | |
Feb 17 2014, 12:13 AM Post #128 | |
Newbie In Training Posts: 19 From: Russia Perm Joined: 13-September 12 | Okay, I'll try to explain. All scripts after loading a save state comes in the beginning that is not saved label position and I suspect that local variables are also reset. -------------------- I know everything and nothing... |
Feb 17 2014, 12:35 AM Post #129 | |
Coding like a Rockstar! Posts: 1,468 From: ??? Joined: 28-May 09 | Okay, I'll try to explain. All scripts after loading a save state comes in the beginning that is not saved label position and I suspect that local variables are also reset. Okay, does this occur in the log file after loading a previously saved CLEO script? CODE Custom script (script name) found in the safe-list or even CODE Custom script (script name) found in the stop-list ? Or does anything else about the script which failed to load get logged? -------------------- | CLEO 4.3.22 | A?i?a?o?3D | UI SDK | Black Market Mod 1.0.1 | GInput 0.3 | Cheat Keyboard | Tactile Cheat Activation | Stream Ini Extender 0.7 | SuperVars | ScrDebug | Vigilante Justice: San Andreas | |
Feb 17 2014, 02:02 PM Post #130 | |
Newbie In Training Posts: 19 From: Russia Perm Joined: 13-September 12 | Only one script was such a record. Custom script mfgasicon.cs found in the stop-list. -------------------- I know everything and nothing... |
Feb 17 2014, 03:14 PM Post #131 | |
Coding like a Rockstar! Posts: 1,468 From: ??? Joined: 28-May 09 | Only one script was such a record. Custom script mfgasicon.cs found in the stop-list. Right, well then some scripts are indeed saving and loading. It will be hard to figure out why particular ones don't without knowing what's different about them. -------------------- | CLEO 4.3.22 | A?i?a?o?3D | UI SDK | Black Market Mod 1.0.1 | GInput 0.3 | Cheat Keyboard | Tactile Cheat Activation | Stream Ini Extender 0.7 | SuperVars | ScrDebug | Vigilante Justice: San Andreas | |
Feb 17 2014, 03:40 PM Post #132 | |
Newbie In Training Posts: 19 From: Russia Perm Joined: 13-September 12 | There is one other feature of the scripts, they .cs, but runs out of other scripts. -------------------- I know everything and nothing... |
Feb 18 2014, 06:51 PM Post #133 | |
Newbie In Training Posts: 19 From: Russia Perm Joined: 13-September 12 | I give the only action script runs code (in fact he is not working). gasicon.cs. This script displays the nearest gas station. After saving it stops working. That such things. CODE {$CLEO .cs} thread "GASICON" wait 250 enable_thread_saving 6@ = -1 10@ = -1 11@ = -1 12@ = -1 :GASICON_46 wait 0 if Player.Defined($PLAYER_CHAR) else_goto @GASICON_46 Actor.StorePos($PLAYER_ACTOR, 1@, 2@, 3@) 5@ = 9000.0 21@ = 1940.925 22@ = -1773.033 23@ = 13.6406 gosub @GASICON_859 21@ = 1009.472 22@ = -932.8417 23@ = 42.1797 gosub @GASICON_859 21@ = 1381.513 22@ = 459.7323 23@ = 20.3452 gosub @GASICON_859 21@ = 654.9374 22@ = -570.4193 23@ = 16.5015 gosub @GASICON_859 21@ = -96.5693 22@ = -1172.524 23@ = 2.4991 gosub @GASICON_859 21@ = -1605.863 22@ = -2714.179 23@ = 48.5335 gosub @GASICON_859 21@ = -2244.248 22@ = -2561.06 23@ = 31.9219 gosub @GASICON_859 21@ = -1666.408 22@ = 415.9254 23@ = 7.3984 gosub @GASICON_859 21@ = -2410.823 22@ = 969.9155 23@ = 45.4609 gosub @GASICON_859 21@ = -1328.361 22@ = 2677.762 23@ = 50.0625 gosub @GASICON_859 21@ = -729.7509 22@ = 2742.588 23@ = 47.2193 gosub @GASICON_859 21@ = -1465.93 22@ = 1860.665 23@ = 32.8334 gosub @GASICON_859 21@ = 611.9313 22@ = 1694.686 23@ = 6.6739 gosub @GASICON_859 21@ = 2142.264 22@ = 2753.416 23@ = 10.9602 gosub @GASICON_859 21@ = 2635.58 22@ = 1100.936 23@ = 10.9609 gosub @GASICON_859 21@ = 2119.876 22@ = 925.4549 23@ = 10.9609 gosub @GASICON_859 21@ = 1601.053 22@ = 2204.449 23@ = 11.061 gosub @GASICON_859 21@ = 2207.729 22@ = 2471.22 23@ = 10.9952 gosub @GASICON_859 if or 8045: not 7@ == 10@ // (float) 8045: not 8@ == 11@ // (float) 8045: not 9@ == 12@ // (float) else_goto @GASICON_46 0087: 10@ = 7@ // (float) 0087: 11@ = 8@ // (float) 0087: 12@ = 9@ // (float) if 075C: marker 6@ enabled else_goto @GASICON_836 Marker.Disable(6@) :GASICON_836 02A8: 6@ = create_marker 77 at 7@ 8@ 9@ jump @GASICON_46 :GASICON_859 050A: 4@ = distance_between_XYZ 1@ 2@ 3@ and_XYZ 21@ 22@ 23@ if 0025: 5@ > 4@ // (float) else_goto @GASICON_933 0087: 5@ = 4@ // (float) 0087: 7@ = 21@ // (float) 0087: 8@ = 22@ // (float) 0087: 9@ = 23@ // (float) :GASICON_933 return -------------------- I know everything and nothing... |
Feb 20 2014, 01:02 PM Post #134 | |
Coding like a Rockstar! Posts: 1,468 From: ??? Joined: 28-May 09 | I give the only action script runs code (in fact he is not working). gasicon.cs. This script displays the nearest gas station. After saving it stops working. That such things. It worked fine for me. Modified the script to use a default map icon: Loaded a game, teleported to the petrol station and the icon appeared, saved game in that spot, quit and loaded again. Still worked. From there, drove away until another icon appeared, saved the game, quit, loaded and it still displayed. Also still worked on loading other games. Perhaps it's a conflict with another script? You could try temporarily removing current CLEO saves and seeing if it works after saving and loading from scratch. -------------------- | CLEO 4.3.22 | A?i?a?o?3D | UI SDK | Black Market Mod 1.0.1 | GInput 0.3 | Cheat Keyboard | Tactile Cheat Activation | Stream Ini Extender 0.7 | SuperVars | ScrDebug | Vigilante Justice: San Andreas | |
Feb 20 2014, 02:11 PM Post #135 | |
Newbie In Training Posts: 19 From: Russia Perm Joined: 13-September 12 | Well it looks like and indeed it is. Head over to the other side. Look at this. This is log. And it shows that saving scripts are no longer determined after downloading. Besides one script in stop list but this is not it. -------------------- I know everything and nothing... |
Feb 23 2014, 06:45 AM Post #136 | |
Ameteur Member Posts: 32 From: Brazil Joined: 12-January 14 | (my blog continues with guys saying about crashes with some mods (incluing old reports of i made here) but the mfcks don't give a log) as i said earlier, much others guys continues sayind that heads.cs don't work with this cleo (but without log) a other guy give me this crash: CODE Unhandled exception at 0x77903632 in "C:\Windows\SYSTEM32\ntdll.dll": 0xC0000005: Access violation writing location 0x00000024. (kernel? wtf) this crash is with skin selector in cleo 4.3, he said of he tested with 4.1 and worked as fine, only crashed with cleo 4.3, the crash is in start of loading bar and don't have anothing in .log (only sound system initialized etc) then i ask for the log of modloader anyway, skin selector worked with my other friend This post has been edited by Junior_Djjr: Feb 23 2014, 06:46 AM -------------------- |
Feb 23 2014, 12:48 PM Post #137 | |
Coding like a Rockstar! Posts: 1,468 From: ??? Joined: 28-May 09 | (my blog continues with guys saying about crashes with some mods (incluing old reports of i made here) but the mfcks don't give a log) as i said earlier, much others guys continues sayind that heads.cs don't work with this cleo (but without log) a other guy give me this crash: CODE Unhandled exception at 0x77903632 in "C:\Windows\SYSTEM32\ntdll.dll": 0xC0000005: Access violation writing location 0x00000024. (kernel? wtf) this crash is with skin selector in cleo 4.3, he said of he tested with 4.1 and worked as fine, only crashed with cleo 4.3, the crash is in start of loading bar and don't have anothing in .log (only sound system initialized etc) then i ask for the log of modloader anyway, skin selector worked with my other friend Then likely it's not skin selector causing the problem for those other people -------------------- | CLEO 4.3.22 | A?i?a?o?3D | UI SDK | Black Market Mod 1.0.1 | GInput 0.3 | Cheat Keyboard | Tactile Cheat Activation | Stream Ini Extender 0.7 | SuperVars | ScrDebug | Vigilante Justice: San Andreas | |
Feb 24 2014, 05:47 PM Post #138 | |
Coding like a Rockstar! Posts: 1,468 From: ??? Joined: 28-May 09 | CLEO 4.3.15 released! Fix: CODE 4.3.15 * Improvemed compatibility fix for opcodes 0AE1, 0AE2 and 0AE3 with incorrect find_next usage That's all for now. -------------------- | CLEO 4.3.22 | A?i?a?o?3D | UI SDK | Black Market Mod 1.0.1 | GInput 0.3 | Cheat Keyboard | Tactile Cheat Activation | Stream Ini Extender 0.7 | SuperVars | ScrDebug | Vigilante Justice: San Andreas | |
Feb 25 2014, 12:52 AM Post #139 | |
Ameteur Member Posts: 32 From: Brazil Joined: 12-January 14 | Then likely it's not skin selector causing the problem for those other people then, how cleo 4.1 works and cleo 4.3 don't work for he? this address of crash have no sense?-------------------- |
Feb 25 2014, 11:23 AM Post #140 | |
Coding like a Rockstar! Posts: 1,468 From: ??? Joined: 28-May 09 | then, how cleo 4.1 works and cleo 4.3 don't work for he? this address of crash have no sense? Look at the data you've given me: Person A ) Can run CLEO 4.3 with Skin Selector Person B ) Can't run CLEO 4.3 at all with Skin Selector + other mods By process of elimination, that tells me that those '+ other mods' are causing the problem, not the skin selector. This: Unhandled exception at 0x77903632 in "C:\Windows\SYSTEM32\ntdll.dll" Can be caused by the .exe or any .dll/.asi. ntdll.dll is a windows module and the address doesn't mean anything because it will be loaded into a different part of the memory depending on what's currently in use. I also checked the link for 'head.cs' you gave me, which is useless as it is because the script tries to load audio files which aren't part of the package: 0AC1: 11@ = load_audiostream_with_3d_support "Audio\sfx\HONDA_LAMP_START.wav" // IF and SET 0AC1: 12@ = load_audiostream_with_3d_support "Audio\sfx\HONDA_LAMP_END.wav" // IF and SET ... 0AAD: set_mp3 11@ perform_action 1 Perhaps that's why it crashes? -------------------- | CLEO 4.3.22 | A?i?a?o?3D | UI SDK | Black Market Mod 1.0.1 | GInput 0.3 | Cheat Keyboard | Tactile Cheat Activation | Stream Ini Extender 0.7 | SuperVars | ScrDebug | Vigilante Justice: San Andreas | |