diff --git a/src/core/FileLoader.cpp b/src/core/FileLoader.cpp index afa2a66f..4c61856f 100644 --- a/src/core/FileLoader.cpp +++ b/src/core/FileLoader.cpp @@ -38,8 +38,8 @@ GetFilename(const char *filename) void LoadingScreenLoadingFile(const char *filename) { - sprintf(gString, "Loading %s", GetFilename(filename)); - LoadingScreen("Loading the Game", gString, nil); + sprintf(gString, ""); + LoadingScreen("", "", nil); } void diff --git a/src/core/Game.cpp b/src/core/Game.cpp index b3dd1eda..e0fabffb 100644 --- a/src/core/Game.cpp +++ b/src/core/Game.cpp @@ -419,7 +419,7 @@ bool CGame::Initialise(const char* datFile) currLevel = LEVEL_INDUSTRIAL; PUSH_MEMID(MEMID_TEXTURES); - LoadingScreen("Loading the Game", "Loading generic textures", GetRandomSplashScreen()); + LoadingScreen("", "", GetRandomSplashScreen()); gameTxdSlot = CTxdStore::AddTxdSlot("generic"); CTxdStore::Create(gameTxdSlot); CTxdStore::AddRef(gameTxdSlot); @@ -429,12 +429,12 @@ bool CGame::Initialise(const char* datFile) CustomPipes::SetTxdFindCallback(); #endif - LoadingScreen("Loading the Game", "Loading particles", nil); + LoadingScreen("", "", nil); int particleTxdSlot = CTxdStore::AddTxdSlot("particle"); CTxdStore::LoadTxd(particleTxdSlot, "MODELS/PARTICLE.TXD"); CTxdStore::AddRef(particleTxdSlot); CTxdStore::SetCurrentTxd(gameTxdSlot); - LoadingScreen("Loading the Game", "Setup game variables", nil); + LoadingScreen("", "", nil); POP_MEMID(); #ifdef GTA_PS2 @@ -522,7 +522,7 @@ bool CGame::Initialise(const char* datFile) #if GTA_VERSION <= GTA3_PS2_160 TestModelIndices(); #endif - LoadingScreen("Loading the Game", "Setup paths", GetRandomSplashScreen()); + LoadingScreen("", "", GetRandomSplashScreen()); ThePaths.PreparePathData(); #if GTA_VERSION > GTA3_PS2_160 for (int i = 0; i < NUMPLAYERS; i++) @@ -531,7 +531,7 @@ bool CGame::Initialise(const char* datFile) TestModelIndices(); #endif - LoadingScreen("Loading the Game", "Setup water", nil); + LoadingScreen("", "", nil); CWaterLevel::Initialise("DATA\\WATER.DAT"); #if GTA_VERSION <= GTA3_PS2_160 CTimeCycle::Initialise(); // InitialiseOnceAfterRW @@ -541,7 +541,7 @@ bool CGame::Initialise(const char* datFile) CDraw::SetFOV(120.0f); CDraw::ms_fLODDistance = 500.0f; - LoadingScreen("Loading the Game", "Setup streaming", nil); + LoadingScreen("", "", nil); CStreaming::Init(); CStreaming::LoadInitialVehicles(); CStreaming::LoadInitialPeds(); @@ -551,7 +551,7 @@ bool CGame::Initialise(const char* datFile) printf("Streaming uses %zuK of its memory", CStreaming::ms_memoryUsed / 1024); // original modifier was %d #endif - LoadingScreen("Loading the Game", "Load animations", GetRandomSplashScreen()); + LoadingScreen("", "", GetRandomSplashScreen()); PUSH_MEMID(MEMID_ANIMATION); CAnimManager::LoadAnimFiles(); POP_MEMID(); @@ -562,19 +562,19 @@ bool CGame::Initialise(const char* datFile) #ifdef SCREEN_DROPLETS ScreenDroplets::Initialise(); #endif - LoadingScreen("Loading the Game", "Find big buildings", nil); + LoadingScreen("", "", nil); CRenderer::Init(); - LoadingScreen("Loading the Game", "Setup game variables", nil); + LoadingScreen("", "", nil); CRadar::Initialise(); CRadar::LoadTextures(); CWeapon::InitialiseWeapons(); - LoadingScreen("Loading the Game", "Setup traffic lights", nil); + LoadingScreen("", "", nil); CTrafficLights::ScanForLightsOnMap(); CRoadBlocks::Init(); - LoadingScreen("Loading the Game", "Setup game variables", nil); + LoadingScreen("", "", nil); CPopulation::Initialise(); #if GTA_VERSION <= GTA3_PS2_160 for (int i = 0; i < NUMPLAYERS; i++) @@ -593,13 +593,13 @@ bool CGame::Initialise(const char* datFile) CSceneEdit::Initialise(); #endif - LoadingScreen("Loading the Game", "Load scripts", nil); + LoadingScreen("", "", nil); PUSH_MEMID(MEMID_SCRIPT); CTheScripts::Init(); CGangs::Initialise(); POP_MEMID(); - LoadingScreen("Loading the Game", "Setup game variables", nil); + LoadingScreen("", "", nil); #if GTA_VERSION <= GTA3_PS2_160 CTimer::Initialise(); #endif @@ -631,13 +631,13 @@ bool CGame::Initialise(const char* datFile) CGarages::Init(); #endif - LoadingScreen("Loading the Game", "Position dynamic objects", nil); + LoadingScreen("", "", nil); CWorld::RepositionCertainDynamicObjects(); #if GTA_VERSION <= GTA3_PS2_160 CCullZones::ResolveVisibilities(); #endif - LoadingScreen("Loading the Game", "Initialise vehicle paths", nil); + LoadingScreen("", "", nil); #if GTA_VERSION > GTA3_PS2_160 CCullZones::ResolveVisibilities(); #endif @@ -647,7 +647,7 @@ bool CGame::Initialise(const char* datFile) CRecordDataForChase::Init(); CReplay::Init(); - LoadingScreen("Loading the Game", "Start script", nil); + LoadingScreen("", "", nil); #ifdef PS2_MENU if ( !TheMemoryCard.m_bWantToLoad ) #endif @@ -657,7 +657,7 @@ bool CGame::Initialise(const char* datFile) TheCamera.Process(); } - LoadingScreen("Loading the Game", "Load scene", nil); + LoadingScreen("", "", nil); CModelInfo::RemoveColModelsFromOtherLevels(currLevel); CCollision::ms_collisionInMemory = currLevel; for (int i = 0; i < MAX_PADS; i++) diff --git a/src/core/config.h b/src/core/config.h index 76a13a26..9aae0adc 100644 --- a/src/core/config.h +++ b/src/core/config.h @@ -300,7 +300,7 @@ enum Config { #define USE_TXD_CDIMAGE // generate and load textures from txd.img #define PS2_ALPHA_TEST // emulate ps2 alpha test #define IMPROVED_VIDEOMODE // save and load videomode parameters instead of a magic number -#define DISABLE_LOADING_SCREEN // disable the loading screen which vastly improves the loading time +//#define DISABLE_LOADING_SCREEN // disable the loading screen which vastly improves the loading time #ifdef DISABLE_LOADING_SCREEN // enable the PC splash #undef RANDOMSPLASH @@ -369,7 +369,7 @@ enum Config { # ifdef CUSTOM_FRONTEND_OPTIONS # define MENU_MAP // VC-like menu map. Won't appear if you don't have our menu.txd # define GRAPHICS_MENU_OPTIONS // otherwise Display settings will be scrollable -# define NO_ISLAND_LOADING // disable loadscreen between islands via loading all island data at once, consumes more memory and CPU +//# define NO_ISLAND_LOADING // disable loadscreen between islands via loading all island data at once, consumes more memory and CPU # define CUTSCENE_BORDERS_SWITCH # define MULTISAMPLING // adds MSAA option # define INVERT_LOOK_FOR_PAD // add bInvertLook4Pad from VC @@ -463,7 +463,7 @@ enum Config { //#define SQUEEZE_PERFORMANCE #ifdef SQUEEZE_PERFORMANCE #undef PS2_ALPHA_TEST - #undef NO_ISLAND_LOADING +// #undef NO_ISLAND_LOADING #undef PS2_AUDIO_CHANNELS #undef EXTENDED_OFFSCREEN_DESPAWN_RANGE #define PC_PARTICLE