Search found 79 matches

by valps
13 Apr 2026, 03:15
Forum: Modding forum
Topic: GTA2 memory addresses
Replies: 116
Views: 2122210

Re: GTA2 memory addresses

With the help of reverse engineering, we can locate the train memory addresses.

We need this structs:
https://github.com/CriminalRETeam/gta2_re/blob/master/Source/PublicTransport.hpp

On 11.44, the global struct behind trains, train station and buses is gPublicTransport_181C_66BB50.

So we have ...
by valps
21 Mar 2026, 16:20
Forum: Modding forum
Topic: [WIP] GTA2 Reverse Engineering - Summary
Replies: 7
Views: 341011

Re: [WIP] GTA2 Reverse Engineering - Summary

February/March 2026 updates:

Some of the achievements we have reached on this period:

- Player can enter and exit non-dummy cars
- The player can drive cars
- Car Physics is working very well: includes handling :o but collisions (with another cars, peds & walls) is not working. This means that ...
by valps
18 Mar 2026, 20:51
Forum: Modding forum
Topic: Finally understanding IFs, WHILEs, ANDs, ORs and ELSEs
Replies: 14
Views: 13073385

Re: Finally understanding IFs, WHILEs, ANDs, ORs and ELSEs


I ended up testing the ELSE bug, and it seems to be that it latches to whatever the last IF is before it, regardless of the intended IF. A nested IF is ignored if it's gated by a condition that is false, if that gating condition becomes true and the IF nested inside of it is still false, it will ...
by valps
25 Feb 2026, 23:26
Forum: Maps
Topic: Downtown Co-op Campaign mode - [RELEASED]
Replies: 13
Views: 275446

Re: Downtown Co-op Campaign mode - [RELEASED]


Another thing I was wondering, that could be incredibly useful to me:
Is there any way to dynamically read, store and write X Y Z Coordinates for use in other places?

Like storing a Players Coordinates,
to use these coordinates in a WARP_FROM_CAR_TO_POINT command or a Spawning object?
A prime ...
by valps
25 Feb 2026, 21:57
Forum: Maps
Topic: Downtown Co-op Campaign mode - [RELEASED]
Replies: 13
Views: 275446

Re: Downtown Co-op Campaign mode - [RELEASED]


I replaced my solution already, but thanks for the heads up. I will be wary of for OR operations in WHILE_EXECs.
So far, they all seem to do their jobs.


I wasnt talking about the OR operator but the "greater than" or "less than" operators :D . IIRC, when they are on a IF statement which is ...
by valps
25 Feb 2026, 20:31
Forum: Maps
Topic: Downtown Co-op Campaign mode - [RELEASED]
Replies: 13
Views: 275446

Re: Downtown Co-op Campaign mode - [RELEASED]

Wow, great work! I'm glad someone is working on an upgrade for co-op. You can release your mod version, no problem.

I initially wanted to make it support up to 6 players, but first I decided to focus on solving major issues involving 2 players only. Only for 2 players it took too much time and I ...
by valps
25 Feb 2026, 16:12
Forum: Modding forum
Topic: What are those black dots on my tiles?
Replies: 10
Views: 5854

Re: What are those black dots on my tiles?

My guess is that when you imported the tile, you probably changed the palette which supports the image. The problem is that the game always uses the first color of the palette as the transparent one. Therefore the original devs always reserved the first color of each palette as black, as you can see ...
by valps
26 Jan 2026, 02:45
Forum: Modding forum
Topic: [WIP] GTA2 Reverse Engineering - Summary
Replies: 7
Views: 341011

Re: [WIP] GTA2 Reverse Engineering - Summary

January 2026 updates:

We got:

- Basic sprite rendering (peds & cars for example, but not includes deltas)
- Keyboard input working in-game: both player ped controls and Hud buttons
- Basic ped walking code implemented. Now our ped walks! :D He walks through walls because it doesnt check map ...
by valps
06 Jan 2026, 02:28
Forum: Modding forum
Topic: [WIP] GTA2 Reverse Engineering - Summary
Replies: 7
Views: 341011

Re: [WIP] GTA2 Reverse Engineering - Summary

Update: in 2025 december, we finally rendered the map. Only partial blocks are missing along with the flat duplicated side of handrails, fences etc. All other slopes (gradient, triangular, diagonal walls etc) are working. It includes lighting!
map_rendering.jpg
by valps
31 Dec 2025, 16:17
Forum: Maps
Topic: [WIP] PSX Singleplayer maps
Replies: 0
Views: 9895

[WIP] PSX Singleplayer maps

Hi!

I converted some PSX files to PC to make the original maps from Playstation playable on PC. There is only 1 thing remaining to finish which is the brief/messages ID fixes. PSX uses a different GXT in which all ID's ranges from 1 to 999 and there is one GXT for each stage (so they can repeat ...
by valps
26 Nov 2025, 12:23
Forum: Modding forum
Topic: [WIP] GTA2 Reverse Engineering - Summary
Replies: 7
Views: 341011

Re: [WIP] GTA2 Reverse Engineering - Summary


Cool to hear about the progress on this, y'all are doing God's work. [krishna]

One of the things I wonder, is it known yet why firing the flamethrower while entering a car crashes the game?

A type of phone weirdness I saw with experiments I was doing, is that deleting and recreating a red phone ...
by valps
20 Nov 2025, 19:56
Forum: Modding forum
Topic: [WIP] GTA2 Reverse Engineering - Summary
Replies: 7
Views: 341011

[WIP] GTA2 Reverse Engineering - Summary

There is a group of at least 4 people (including me) working on GTA2 re, in which the main goal is to reimplement the version 10.5 of the PC version of GTA2 (freeloader version).

Github project link: https://github.com/CriminalRETeam/gta2_re

Info website: https://valps.github.io/gta2-re-hub ...
by valps
11 Aug 2025, 00:28
Forum: Modding forum
Topic: Project Open Residential - Restoring ste.mis - [RELEASED]
Replies: 3
Views: 72649

Re: Project Open Residential - Restoring ste.mis - [RELEASED]

Thanks Tezur0 for finding bugs on Residential. I released a new version with bugfixes.

# Version 1.0.1

- The redneck yellow phones don't crash the game anymore.
- The scientist mission "Redneck Attack!" now clear the on_mission flags at the very end of cleanup. This means that if you start another ...
by valps
09 Aug 2025, 01:43
Forum: Modding forum
Topic: Developing a new and faster GMP compressor (for PC and PSX)
Replies: 0
Views: 100090

Developing a new and faster GMP compressor (for PC and PSX)

Hi!

After successfully convert the PSX maps to PC, I wondered if I can do that backwards, i.e. converting PC maps from DMA map editor into PSX readable maps. To achieve that goal, I needed to create my own GMP compressor, which was what I did.

Source code: https://github.com/Valps/gta2-map ...
by valps
19 Jun 2025, 17:14
Forum: Modding forum
Topic: Scripting command questions
Replies: 24
Views: 180771

Re: Scripting command questions


...but is there anyway to turn off player display names?


I've found the address 0x5EAD76 in 9.6f or 11.44 which stores the boolean value (1 byte) for displaying names. Here is an example of toggling on/off displaying player names dynamically:



COUNTER show_player_name_add = 6204790
COUNTER ...
by valps
30 May 2025, 20:26
Forum: Modding forum
Topic: Official script modifying cause certain missions to crash
Replies: 11
Views: 103830

Re: Official script modifying cause certain missions to crash


I've encountered another problem.
For Industrial map size a lot of objects required summary, approximately 2000-5000.
Tried to add 1000 trashcans with random XY-coords. Game can't start, crashes upon level loading.
Reduced amount of bins to 300, the game lasts 1 min 34 sec, then crashes.
The same ...
by valps
23 May 2025, 03:27
Forum: Modding forum
Topic: GMP rotator/flipper - Flip or rotate your map by 90°, 180° or 270°
Replies: 12
Views: 148092

Re: GMP rotator/flipper - Flip or rotate your map by 90°, 180° or 270°

News!

- Now it contains the flipped versions of the main districts. Four new versions:
1 - Flipped x coordinates (right is left and vice-versa)
2 - Flipped y coordinates (top is bottom and vice-versa)
3 - Rotated 90° clockwise and flipped x coordinates (northeast is southwest and vice-versa)
4 ...
by valps
22 May 2025, 21:55
Forum: Modding forum
Topic: GTA2 in full 3D
Replies: 1
Views: 42555

Re: GTA2 in full 3D

You managed to disable the rendering optimizations 👀

GTA 2 in 3D is awesome!
by valps
10 Apr 2025, 23:11
Forum: Maps
Topic: Downtown Co-op Campaign mode - [RELEASED]
Replies: 13
Views: 275446

Re: Downtown Co-op Campaign mode - [RELEASED]


Many thanks to the dude, you can’t imagine how I am grateful to you and I am waiting for other areas for a coop with my wife!


Thanks for playing it! I've released downtown coop a long time ago but I didn't continue to make residential coop because I was waiting for feedback, and making coop ...
by valps
05 Mar 2025, 14:12
Forum: Modding forum
Topic: GMP rotator/flipper - Flip or rotate your map by 90°, 180° or 270°
Replies: 12
Views: 148092

Re: GMP rotator - Rotate your map by 90°, 180° or 270°



This could be a problem with traffic lights.

If you change map 90 or 270 degrees, originally horisontal layout made for 4:3 screen ratio will fit closer horisontally, and could cause 2 traffic lights to be seen that were originally not.

Traffic light zones must be at least a screen away ...