Enable loading screen. Disable loading text.

This commit is contained in:
Dima353
2025-02-21 00:12:15 +03:00
parent 66cdc25a9d
commit 4ea139a22d
3 changed files with 22 additions and 22 deletions
+2 -2
View File
@@ -38,8 +38,8 @@ GetFilename(const char *filename)
void void
LoadingScreenLoadingFile(const char *filename) LoadingScreenLoadingFile(const char *filename)
{ {
sprintf(gString, "Loading %s", GetFilename(filename)); sprintf(gString, "");
LoadingScreen("Loading the Game", gString, nil); LoadingScreen("", "", nil);
} }
void void
+17 -17
View File
@@ -419,7 +419,7 @@ bool CGame::Initialise(const char* datFile)
currLevel = LEVEL_INDUSTRIAL; currLevel = LEVEL_INDUSTRIAL;
PUSH_MEMID(MEMID_TEXTURES); PUSH_MEMID(MEMID_TEXTURES);
LoadingScreen("Loading the Game", "Loading generic textures", GetRandomSplashScreen()); LoadingScreen("", "", GetRandomSplashScreen());
gameTxdSlot = CTxdStore::AddTxdSlot("generic"); gameTxdSlot = CTxdStore::AddTxdSlot("generic");
CTxdStore::Create(gameTxdSlot); CTxdStore::Create(gameTxdSlot);
CTxdStore::AddRef(gameTxdSlot); CTxdStore::AddRef(gameTxdSlot);
@@ -429,12 +429,12 @@ bool CGame::Initialise(const char* datFile)
CustomPipes::SetTxdFindCallback(); CustomPipes::SetTxdFindCallback();
#endif #endif
LoadingScreen("Loading the Game", "Loading particles", nil); LoadingScreen("", "", nil);
int particleTxdSlot = CTxdStore::AddTxdSlot("particle"); int particleTxdSlot = CTxdStore::AddTxdSlot("particle");
CTxdStore::LoadTxd(particleTxdSlot, "MODELS/PARTICLE.TXD"); CTxdStore::LoadTxd(particleTxdSlot, "MODELS/PARTICLE.TXD");
CTxdStore::AddRef(particleTxdSlot); CTxdStore::AddRef(particleTxdSlot);
CTxdStore::SetCurrentTxd(gameTxdSlot); CTxdStore::SetCurrentTxd(gameTxdSlot);
LoadingScreen("Loading the Game", "Setup game variables", nil); LoadingScreen("", "", nil);
POP_MEMID(); POP_MEMID();
#ifdef GTA_PS2 #ifdef GTA_PS2
@@ -522,7 +522,7 @@ bool CGame::Initialise(const char* datFile)
#if GTA_VERSION <= GTA3_PS2_160 #if GTA_VERSION <= GTA3_PS2_160
TestModelIndices(); TestModelIndices();
#endif #endif
LoadingScreen("Loading the Game", "Setup paths", GetRandomSplashScreen()); LoadingScreen("", "", GetRandomSplashScreen());
ThePaths.PreparePathData(); ThePaths.PreparePathData();
#if GTA_VERSION > GTA3_PS2_160 #if GTA_VERSION > GTA3_PS2_160
for (int i = 0; i < NUMPLAYERS; i++) for (int i = 0; i < NUMPLAYERS; i++)
@@ -531,7 +531,7 @@ bool CGame::Initialise(const char* datFile)
TestModelIndices(); TestModelIndices();
#endif #endif
LoadingScreen("Loading the Game", "Setup water", nil); LoadingScreen("", "", nil);
CWaterLevel::Initialise("DATA\\WATER.DAT"); CWaterLevel::Initialise("DATA\\WATER.DAT");
#if GTA_VERSION <= GTA3_PS2_160 #if GTA_VERSION <= GTA3_PS2_160
CTimeCycle::Initialise(); // InitialiseOnceAfterRW CTimeCycle::Initialise(); // InitialiseOnceAfterRW
@@ -541,7 +541,7 @@ bool CGame::Initialise(const char* datFile)
CDraw::SetFOV(120.0f); CDraw::SetFOV(120.0f);
CDraw::ms_fLODDistance = 500.0f; CDraw::ms_fLODDistance = 500.0f;
LoadingScreen("Loading the Game", "Setup streaming", nil); LoadingScreen("", "", nil);
CStreaming::Init(); CStreaming::Init();
CStreaming::LoadInitialVehicles(); CStreaming::LoadInitialVehicles();
CStreaming::LoadInitialPeds(); 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 printf("Streaming uses %zuK of its memory", CStreaming::ms_memoryUsed / 1024); // original modifier was %d
#endif #endif
LoadingScreen("Loading the Game", "Load animations", GetRandomSplashScreen()); LoadingScreen("", "", GetRandomSplashScreen());
PUSH_MEMID(MEMID_ANIMATION); PUSH_MEMID(MEMID_ANIMATION);
CAnimManager::LoadAnimFiles(); CAnimManager::LoadAnimFiles();
POP_MEMID(); POP_MEMID();
@@ -562,19 +562,19 @@ bool CGame::Initialise(const char* datFile)
#ifdef SCREEN_DROPLETS #ifdef SCREEN_DROPLETS
ScreenDroplets::Initialise(); ScreenDroplets::Initialise();
#endif #endif
LoadingScreen("Loading the Game", "Find big buildings", nil); LoadingScreen("", "", nil);
CRenderer::Init(); CRenderer::Init();
LoadingScreen("Loading the Game", "Setup game variables", nil); LoadingScreen("", "", nil);
CRadar::Initialise(); CRadar::Initialise();
CRadar::LoadTextures(); CRadar::LoadTextures();
CWeapon::InitialiseWeapons(); CWeapon::InitialiseWeapons();
LoadingScreen("Loading the Game", "Setup traffic lights", nil); LoadingScreen("", "", nil);
CTrafficLights::ScanForLightsOnMap(); CTrafficLights::ScanForLightsOnMap();
CRoadBlocks::Init(); CRoadBlocks::Init();
LoadingScreen("Loading the Game", "Setup game variables", nil); LoadingScreen("", "", nil);
CPopulation::Initialise(); CPopulation::Initialise();
#if GTA_VERSION <= GTA3_PS2_160 #if GTA_VERSION <= GTA3_PS2_160
for (int i = 0; i < NUMPLAYERS; i++) for (int i = 0; i < NUMPLAYERS; i++)
@@ -593,13 +593,13 @@ bool CGame::Initialise(const char* datFile)
CSceneEdit::Initialise(); CSceneEdit::Initialise();
#endif #endif
LoadingScreen("Loading the Game", "Load scripts", nil); LoadingScreen("", "", nil);
PUSH_MEMID(MEMID_SCRIPT); PUSH_MEMID(MEMID_SCRIPT);
CTheScripts::Init(); CTheScripts::Init();
CGangs::Initialise(); CGangs::Initialise();
POP_MEMID(); POP_MEMID();
LoadingScreen("Loading the Game", "Setup game variables", nil); LoadingScreen("", "", nil);
#if GTA_VERSION <= GTA3_PS2_160 #if GTA_VERSION <= GTA3_PS2_160
CTimer::Initialise(); CTimer::Initialise();
#endif #endif
@@ -631,13 +631,13 @@ bool CGame::Initialise(const char* datFile)
CGarages::Init(); CGarages::Init();
#endif #endif
LoadingScreen("Loading the Game", "Position dynamic objects", nil); LoadingScreen("", "", nil);
CWorld::RepositionCertainDynamicObjects(); CWorld::RepositionCertainDynamicObjects();
#if GTA_VERSION <= GTA3_PS2_160 #if GTA_VERSION <= GTA3_PS2_160
CCullZones::ResolveVisibilities(); CCullZones::ResolveVisibilities();
#endif #endif
LoadingScreen("Loading the Game", "Initialise vehicle paths", nil); LoadingScreen("", "", nil);
#if GTA_VERSION > GTA3_PS2_160 #if GTA_VERSION > GTA3_PS2_160
CCullZones::ResolveVisibilities(); CCullZones::ResolveVisibilities();
#endif #endif
@@ -647,7 +647,7 @@ bool CGame::Initialise(const char* datFile)
CRecordDataForChase::Init(); CRecordDataForChase::Init();
CReplay::Init(); CReplay::Init();
LoadingScreen("Loading the Game", "Start script", nil); LoadingScreen("", "", nil);
#ifdef PS2_MENU #ifdef PS2_MENU
if ( !TheMemoryCard.m_bWantToLoad ) if ( !TheMemoryCard.m_bWantToLoad )
#endif #endif
@@ -657,7 +657,7 @@ bool CGame::Initialise(const char* datFile)
TheCamera.Process(); TheCamera.Process();
} }
LoadingScreen("Loading the Game", "Load scene", nil); LoadingScreen("", "", nil);
CModelInfo::RemoveColModelsFromOtherLevels(currLevel); CModelInfo::RemoveColModelsFromOtherLevels(currLevel);
CCollision::ms_collisionInMemory = currLevel; CCollision::ms_collisionInMemory = currLevel;
for (int i = 0; i < MAX_PADS; i++) for (int i = 0; i < MAX_PADS; i++)
+3 -3
View File
@@ -300,7 +300,7 @@ enum Config {
#define USE_TXD_CDIMAGE // generate and load textures from txd.img #define USE_TXD_CDIMAGE // generate and load textures from txd.img
#define PS2_ALPHA_TEST // emulate ps2 alpha test #define PS2_ALPHA_TEST // emulate ps2 alpha test
#define IMPROVED_VIDEOMODE // save and load videomode parameters instead of a magic number #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 #ifdef DISABLE_LOADING_SCREEN
// enable the PC splash // enable the PC splash
#undef RANDOMSPLASH #undef RANDOMSPLASH
@@ -369,7 +369,7 @@ enum Config {
# ifdef CUSTOM_FRONTEND_OPTIONS # ifdef CUSTOM_FRONTEND_OPTIONS
# define MENU_MAP // VC-like menu map. Won't appear if you don't have our menu.txd # 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 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 CUTSCENE_BORDERS_SWITCH
# define MULTISAMPLING // adds MSAA option # define MULTISAMPLING // adds MSAA option
# define INVERT_LOOK_FOR_PAD // add bInvertLook4Pad from VC # define INVERT_LOOK_FOR_PAD // add bInvertLook4Pad from VC
@@ -463,7 +463,7 @@ enum Config {
//#define SQUEEZE_PERFORMANCE //#define SQUEEZE_PERFORMANCE
#ifdef SQUEEZE_PERFORMANCE #ifdef SQUEEZE_PERFORMANCE
#undef PS2_ALPHA_TEST #undef PS2_ALPHA_TEST
#undef NO_ISLAND_LOADING // #undef NO_ISLAND_LOADING
#undef PS2_AUDIO_CHANNELS #undef PS2_AUDIO_CHANNELS
#undef EXTENDED_OFFSCREEN_DESPAWN_RANGE #undef EXTENDED_OFFSCREEN_DESPAWN_RANGE
#define PC_PARTICLE #define PC_PARTICLE