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Saturday, January 14, 2017

We turned 2

By on Saturday, January 14, 2017 at 2:54:00 PM
On this day 2 years ago, this blog was kept up in the web by Binit Ghimire
Binit Games logo

It's all because of you that we are still here. You kept supporting us to live for these 2 years. Thank You to all of you who supported us for these years! Thank You, Blogger!
Celebrate this significant day with us!



Wednesday, May 4, 2016

Smart Install Maker 5.04 Free Download

By on Wednesday, May 4, 2016 at 8:40:00 PM


Image result for download
SMART INSTALL MAKER IS NON-FREEWARE. IT COSTS 99 US $ TO GET THE PRO VERSION OF SMART INSTALL MAKER. BUT WE ARE GIVING YOU FOR FREE. BUT PLEASE FOLLOW THE LICENSE AGREEMENT OF THIS SOFTWARE WHICH YOU CAN FIND IN http://www.sminstall.com/license.html OR License Information.txt FILE you can obtain after downloading.


At last! There is now a much smoother and faster way to create setup files for easy installation of applications. As a developer, you will no longer be bogged down learning complex installation programs or yet another awkward scripting language. This guarantees hassle-free programming, quicker market delivery and ultimately a faster turnaround with more satisfied users. Smart Install Maker enables the creation of a professional-looking, custom-made setup file in just a few mouse clicks. The simplicity of Smart Install Maker means:

  • No Scripts
  • No brain twisters
  • No unreasonable charges
Scripting for GUI now takes minutes – not weeks!

Creating professional setup files used to require script-powered installers, which meant learning new scripting languages and mastering complex installer maker solutions. Now there is an easier way to create great setup files.

It used to take weeks learning extremely difficult scripting language or mastering a complex setup builder, which on top of everything else was very expensive. Now it is possible to take advantage of the wizard-driven Smart Install Maker, which takes just a few minutes and a few mouse clicks to create a professional installation package. These packages are perfect for distributing over the internet, via disc or other media.
SMART INSTALL MAKER - FEATURES

  • Easy, customizable and expert-level setup files.
  • Create smaller setup files with built-in Ñab compression. Smaller size distributives are quicker to download and give users a better installation experience.
  • Control installation and uninstallation – decide the method, time and contents of installation, modification or removal (including registry, .ini and config files).
  • Check system requirements automatically. If the current system does not comply with the minimum requirements, the installer can notify the user of the problem or automatically abort installation.
  • Customize the installation environment and appearance of wizard screens (eg add gradients or images to the window background, add header image, logo image, etc).
  • Customize screens for display during installation (eg license agreements, readme files, etc).
  • Use the OS native language: automatically identify the language of the target operating system and adjust the screen and message language settings accordingly.
  • Execute custom commands, operate with installer variables, verify passwords, customize uninstall, manage uninstall feedback.
  • Ensure a clean uninstall with no leftovers or orphan files, folders, services or registry records.
  • Create silent installations that do not display installation dialogs and messages.
  • Cut development time. Avoid learning new languages or complex software – get hold of the intuitive GUI and enjoy the speedy setup creation process.
  • Don't just pay for a brand name without power or quality! Although Smart Install Maker is low cost, it does not offer useless features like many other supposedly superior products.


Friday, November 6, 2015

How To Find Invisible or Offline People Who Are In Fact Online On Facebook

By on Friday, November 6, 2015 at 6:00:00 PM
                             

Facebook chat is one of the easiest ways to converse with our friends. To chat, other friends also should be online. 

Interestingly, anyone can show us offline when they don't want to chat with anyone. Without any purpose, just show that they are offline but in fact, they are not.

Thursday, November 5, 2015

Internet Downloader by Aashish Kandel

By on Thursday, November 5, 2015 at 9:28:00 PM

Hey Guys! I am Binit Ghimire. Today, I am providing you some information about an internet file downloader software developed by my friend on Facebook, Aashish Kandel. 

Sunday, September 20, 2015

Nepali Gas Station Mod for Grand Theft Auto San Andreas

By on Sunday, September 20, 2015 at 10:15:00 PM



Mod Title: Nepali Gas Station Mod 

Game Compatible: Grand Theft Auto San Andreas

How to use Map Editor (MEd) to edit maps of GTA III, Vice City & San Andreas

By on at 10:13:00 PM

Using MEd

This tutorial provides a beginner's guide to getting started with the Map Editor by Tonywob. It covers setting up your GTA installations, how to display parts of the GTA landscape and how to add generic objects.

Preparation

You will need the following before you can begin using MEd:
  • A working install of GTA3, GTAVC or GTASA.
  • A copy of MEd installed on your computer. (Download from here.)

You also have to turn off the read-only flag on the SA files:
  1. Click right on the SA-map.
  2. Click propperties.
  3. Turn off the read-only flag.
  4. Click Apply.

Introduction

Note: This is a tutorial from the GTAForums Tutorial Forum
TutorialUsing the map editor
AuthorEclipse_nl
About: A tutorial showing the use of the map editor
Date: 2nd December 2005

Tutorial

Map Editor (MEd) is a great tool with lots of abilities. It allows you to make your own maps for III/VC or SA in a short time.
I'll explain you now only the basics. It the future I want to extend this tutorial.

Step 1

First of all, you've to install your MEd. When you've launched it, you got this:
Usingmed1.jpg
  • Click on Browse and select you gta directory.
  • Click on Next to load the files.

Step 2

When loading is done, you got a screen with lots of abilities. I'll explain you more about these functions in this tutorial. First we have to load some parts of the land into the editor. It isn't recommended to load more than two IPLs at the same time.
So go to the tab "Visible Files" and select an IPL to load.
Usingmed2.jpg
When you can see something of the map, you can move around. You can see the controls in the left-bottom of the screen.
There's also an option to change your view mode. You can choose between Player view and Topdown.
When you view is f*cked up you can hit the "Reset view" button.
If you want to zoom in/out, click on the buttons with the magnify glass. You can also do this with W and S or the scrollwheel on your mouse.
When you've moved around a little, you can go to the next step.

Step 3

Now we have to select the IPL where we go store our new object. You can make a new IPL, or you can add them to a existing IPL. I choosed for the last option.
Go to the tab "Item Placement" and select an IPL' to store your object into.
Usingmed3.jpg
You can see now all the object that are already stored in this IPL.
To add you own object, click "New"

Step 4

When you've clicked on "New", you see the itembrowser. Here you can select the object that you want to place into your map.
Usingmed4.jpg
You can see a preview on the display right. When you've selected a object, Click "OK".

Step 5

I've selected a tree and it's now in the map. You've also seen that there appeared a new window.
Basicmap5.jpg
First click on "Center on Object". Now you can see your object.
Decide a place where you want to place your object. You can move your object around with your mouse or with the+/- buttons.
You can rotate your object with the movement bars.
If you do something wrong, click on the "Undo" button.
When your object is on the right place, click "Apply".

Step 6

The only thing what you've to do now is save the IPL. Select your IPL (if the IPL isn't select anymore) and hit "Save File".
Basicmap6.jpg

Result

Now close MEd and start your GTA. If you did nothing wrong, you got something like this:
Usingmed7.jpg
I hope you liked this tutorial. More tutorials about this tool will appear soon. See you next time!

Binit Games Headquarters Mod for Grand Theft Auto San Andreas

By on at 10:12:00 PM

Mod Title: Binit Games Headquarters Mod

Game Compatible: Grand Theft Auto San Andreas

Developer: Binit Ghimire

E-mail: mail.thebinitghimire@gmail.com

-------------------------------------------------------------

Replace the radar103.txd and sunset02_law2.txd files in  'gta3.img' file which is located in 'Models' folder inside the Game's Installed folder using any IMG File Editor tool.  I suggest you to use Aici's IMG Editor.

Download Aici's IMG Editor by clicking here!

You don't need to create backups because this is already tested and it won't damage your game. But, you may create backup if you want.

--------------------------------------------------------------------------------
Please don't copy my mods. If you put my mods in your site, give me the credits.
---------------------------------------------------------------------------

Click the 'DOWNLOAD' button below to download the mod.

                 Download Binit Games Headquarters Mod

How to create a thread for GTA III, Vice City, and San Andreas.

By on at 10:11:00 PM

Create a thread

This tutorial will show you the basic steps on how to create a simple script in the main.scm using the latest version of Sanny Builder. This tutorial applies to GTA IIIVice City, and San Andreas.

Start your script

Prior to the advent of CLEO, this section was one of the first steps in understanding how to create scripts. First make sure you are working with a decompiled main.scm file. If you don't have a decompiled file, go to Sanny Builder and press F5. Find and open the main.scm file for decompiling. The program will create the main.txt file in the same directory. That is the file you will be working with. Now we need a command to start your first script by using opcode 004F (or create_threadcommand). Find:
create_thread
Insert before it:
004F: create_thread @simple_script
simple_script is an arbitrary but unique name for a label. It helps the game locate your script.

Create your script

Next create your script by inserting it in the appropriate place. Find:
//-------------Mission 0---------------
That is where the MAIN section ends and the first mission begins. Insert your script between it. The simplest scripts have this format:
:simple_script
// Insert your code here
004E: end_thread
Your script can include a series of opcodes like adding cash to you or setting your wanted level:
:simple_script
0109: player $PLAYER_CHAR money += 1000
010D: set_player $PLAYER_CHAR wanted_level_to 6
004E: end_thread
More complex code can be placed there instead, including spawning a ped, creating a clothes pickup, or creating a moving gate. Check out the Code Snippets category for some code that you can use.
Your script can have an optional name with which the game can identify by using opcode 03A4. A maximum of 7 characters are allowed for the name. If needed, through different scripts you can end your script with opcode 0459.
:simple_script
03A4: name_thread 'SCRIPTA'
 
:simple_script_start
// Insert your code here
004E: end_thread

Loops

The example above shows you a script that ends immediately. If you want your script to run continuously, you have insert a loop. For most cases, looping requires opcode 0001 (or wait command) to be placed somewhere within the loop or else the game will crash. There are exceptions but it is safer to have it. The simplest loop has this format:
:simple_script
while true
    0001: wait 0 ms
    // Insert your code here
end
This script will repeat itself indefinitely so be careful what you put in it. In older or decompiled scripts, you may see this format:
:simple_script
0001: wait 0 ms
// Insert your code here
0002: jump @simple_script
This style is lower level and behaves equivalently to the prior example script.

Conditions

Conditional opcodes are used to check whether the action is performed rather than to perform the action. If the condition is satisfied, it returns true, otherwise it returns false. In Sanny Builder, conditional opcodes are noted by spaces between the opcode and the description of the opcode. Conditions start with IF statements that checks if an action is performed.
:simple_script
while true
    0001: wait 100 ms
    if
        // Conditional opcode, e.g.
        00E1:   player 0 pressed_key 13
    then
        // Command if the condition returns true, e.g. if the key is being pressed, then add $2000
        0109: player $PLAYER_CHAR money += 2000
    else
        // Command if the condition returns false, e.g. if the key is not being pressed, then subtract $10
        0109: player $PLAYER_CHAR money += -10
    end
end
In older or decompiled scripts, you may see this format:
:simple_script
0001: wait 100 ms
00D6: if
// Conditional opcode, e.g.
00E1:   player 0 pressed_key 13
004D: jump_if_false @simple_script_check_failed
// Command, if the condition returns true, e.g. if the key is being pressed, then add $2000
0109: player $PLAYER_CHAR money += 2000
0002: jump @simple_script_end
 
:simple_script_check_failed
// Command, if the condition returns false, e.g. if the key is not being pressed, then subtract $10
0109: player $PLAYER_CHAR money += -10
 
:simple_script_end
0002: jump @simple_script
Again, this style is lower level and behaves equivalently to the prior example script. Both of the examples above show if onecondition is met (the CAMERA key is pressed), the condition is true and the first command will be performed (add $2000). Otherwise, the condition would be false and reaches the alternate command (subtract $10). For IF statements with more than one conditions, you need to either add and or or after if.
if and means if all of the conditions are met, then perform the command.
// ...
if and
    00E1:   player 0 pressed_key 4  // first condition
    00E1:   player 0 pressed_key 19  // second condition
then
    // command
end
// ...
This shows that if all conditions (if both keys 4 and 19 are pressed in this example) are met, the command will be performed. Otherwise, the code will skip the command and continue onwards.
if or means if any one of these conditions are met, then perform the command.
// ...
if or
    00E1:   player 0 pressed_key 4  // first condition
    00E1:   player 0 pressed_key 19  // second condition
then
    // command
end
// ...
This shows that if either condition (if either key 4 or key 19 is pressed in this example) is met, the command will be performed. Otherwise, the code will skip the command and continue onwards.
Opcodes normally starts with the number 0, but conditional opcodes can start with the number 8. This checks if the condition is not performed.
00E1:   player 0 pressed_key 4 // IS pressed
80E1:   not player 0 pressed_key 4 // is NOT pressed

Save your changes

Finally, after you have finished all the necessary changes, you have to compile the file you are working on by pressing F6. The compilation is successful when a "Report" dialog box pops up and your main.scm file is successfully modified. In order to play the game with the modification, you must start a new game or else the game can crash. Check out the Tutorial Forum for more in-depth tutorials or the Mission Coding Forum for further help on coding.

    Vehicle Mod Installation in GTA III, Vice City & San Andreas

    By on at 10:09:00 PM

    Vehicle Mod Installation

    Two main tools are required for a typical vehicle mod for any of the 3D GTA trilogy.
    The standard operating procedure is to first back up any and all files being edited.

    Step 1: DFF and TXD

    Navigate to the "models" folder of your GTA install and open gta3.img with your IMG editor.
    Find the model file of the vehicle you are replacing. Look in your default.ide file for more information regarding specific model names. We will be replacing the Linerunner. Once you find "linerun.dff", right click it and choose "delete". Do the same for the "linerun.txd" file.
    Choose "add" and add the dff and txd that came with the mod. Make sure they are named correctly, in this case "linerun.dff" not "linerunner.dff". If the IMG editor have an option to rebuild the archive on demand, use this option and wait until it is finished.
    In case you're doing it for GTA III, also open "txd.img" with your IMG editor. Navigate to "linerun.txd" and delete it. Add the file that came with the mod and rebuild the archive.
    Make sure that "read-only" is unchecked for your entire installation folder, or other errors may occur.

    Step 2: Carcols.dat

    If the readme file does not specify any changes to the carcols.dat file, skip this step. Not all models have new car colors. Open carcols.dat in your data folder with a text editor.
    Change the car's colors by pasting new lines next to its entry towards the bottom of the file. The first number is the primary color and the second is the secondary color - see here for more info.
    If you need to add new colors, paste them underneath the last entry on the top of the file. Make sure their number does not match a previous color - see here for more info on this.

    Step 3: Default.ide

    You may need to change the default.ide line for a car. Find the car's entry in the default.ide and paste the information specified in the readme file. You may simply receive instructions to change the wheel size to a certain number - change the last number in the entry.

    Step 4: Handling.cfg

    This entry dictates how your car will handle when you drive it. Most mods will have a readme with a handling entry - simply paste this entry over the old one. Customization is possible but difficult - see here for more info.

    External link

    How to create a mission in GTA III, Vice City, and San Andreas.

    By on at 10:08:00 PM

    Create a mission

    This tutorial will show you the basic steps on how to create a simple mission in the main.scm using the latest version of Sanny Builder. This tutorial applies to GTA IIIVice City, and San Andreas. This tutorial assumes that you know how to create simple scripts so it is recommended that you start practicing with them before attempting to create a mission. There are many ways to create a mission so to simplify this for beginners, the rest of the article will show the basic structure of creating a working mission.

    Define your mission

    First define your mission. Find:
    DEFINE MISSIONS
    Increment that number by one. Scroll down until you see the last defined mission. Define your mission below it.
    DEFINE MISSION {xxx} AT @simple_mission
    where {xxx} is the mission index, one more from the previous mission.

    Insert your trigger

    Next create a script that will trigger your mission to start. Find:
    create_thread
    Insert before it:
    004F: create_thread @mission_trigger
    Find:
    //-------------Mission 0---------------
    That is where the MAIN section ends and the first mission begins. Insert your trigger code between that:
    :mission_trigger
    while true
        0001: wait 0
        if
            0256:   player $PLAYER_CHAR defined
        then
            if
                $ONMISSION == 0
            then
                if
                    // Condition to start your mission
                then
                    0417: start_mission {xxx}
                    $ONMISSION = 1
                end
            end
        end
    end
    where {xxx} is your mission index or the label of your mission.

    Insert your mission

    Lastly insert your mission. If you are using GTA III or Vice City, scroll all the way to the end of the file to insert your mission. If you are using San Andreas, find
    //-------------External script 0 (PLAYER_PARACHUTE)---------------
    That is where the last mission ends and the first external script starts. Insert your mission between that:
    :simple_mission
    03A4: name_thread 'MISSA'
    0050: gosub @simple_mission_begin
    if
        0112:   wasted_or_busted
    then
        0050: gosub @simple_mission_failed
    end
    0050: gosub @simple_mission_cleanup
    004E: end_thread
     
    :simple_mission_begin
    // Place the contents of your mission
    0051: return
     
    :simple_mission_failed
    // Died or got busted during your mission
    0051: return
     
    :simple_mission_cleanup
    // Clean up the contents of your mission so you can end it
    $ONMISSION = 0
    00D8: mission_cleanup
    0051: return
    This structure is required to allow the mission to end when you get wasted or busted while the mission is running.

    Save your changes

    Finally, after you have finished all the necessary changes, compile the file you are working on. As usual, in order to play the game with the modification, you must start a new game or else the game can crash. Check out the Tutorial Forum for more in-depth tutorials or the Mission Coding Forum for further help on coding.

    CLEO Mission

    First of all, in order to make a CLEO mission two files are required: A .cs file which will trigger the mission this file usually includes conditions. Also, you need a .cm file which contains the code of the mission.

    Example

    Mission Trigger
    It contains some conditions and if they are true the mission is eventually triggered.
    {$CLEO .cs}
     
    0000: NOP
     
    while true
        wait 0
        if and
          $ONMISSION == 0
          player.defined(0)
        then
            if 
              // your conditions
            then
                0004: $ONMISSION =  1  
                0A94: start_custom_mission "MyMission"
            end
        end
    end
    Firstly, this script checks if the player is on a mission and if he is defined. Finally if your conditions are true too the mission script is triggered.
    0A94: start_custom_mission "MyMission"
    0A94 is used to start the mission the parameter must match to the mission name without the .cm extension because the opcode will search for the file with the extension .cm. The parameter can also contain the directory of the file (starting from game\CLEO) example "Missions\MyMission".
    Mission Script
    {$CLEO .cm}
     
    :MissionStart
    03A4: name_thread "TEST"  
    gosub @MissionBegin
    if
        wasted_or_busted
    then
        gosub @MissionFailed
    end
    gosub @MissionCleanup
    end_thread
     
    :MissionBegin
    // Place the contents of your mission
    return
     
    :MissionFailed
    // Died or got busted during your mission
    return
     
    :MissionCleanup
    // Clean up the contents of your mission so you can end it
    $ONMISSION = 0
    mission_cleanup
    return
    {$CLEO .cm}
    This CLEO directive is used because we want the file to be compiled as a CLEO Mission(.cm).
    Also in a .cm script you can use up to 1022 + 2 timers local variables instead of 32 + 2 timers.
    NOTE
    In order to end a CLEO mission script you have to use 004E: end_thread instead of 0A93: end_custom_thread which is used in normal CLEO scripts.

    External Links

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