Update Friday 5th September 2014, Please take note of the amendments
The project is on hold because I am tired of the bugs being created because of the old tools, Look here for more info-
Please take note of the amendments
I've decided to pin both topics for map version 5 and 6. So check these two topics for updates.
If you want to post ideas towards either of these in the correct thread.
I would like to clear up the confusion that Map version 5 will be for both VC and SA engines. This will be the original maps only. Maybe some bridges taken from map version 5 the current 69.9 VC version.
This project will be named GTASA: SOL Trilogy and will soon be for the VC engine.
Map version 6 will be for VC and soon the SA engine. This will be an 'infusions' map that will contain extra islands, Elements from LCS and VCS and the VC, SA Beta maps and a lot of the original islands remodelled.
This is named GTAVC: SOL inFusions and will soon be for the the SA engine.
Both projects working together have the same goal to have both fully working maps.
Update Wednesday 5th February 2014.
GTA: State Of Liberty (SOL) is a mod that combines maps from all of the GTA Randerware era that was released on the PC - GTAIII, GTA VC and GTA SA, Ie - (Liberty City, Vice City, Los Santos, San Fierro, Las Venturas, as well as all rural areas of San Andreas)
Things have changed since GTA SOL Beta 69.5 where I've wanted to bring a new level of creativity to the project where the maps may well be changed for a 6th and final time. The new aim is to remodel all 3 maps LC. VC and SA with all the LCs, VCs and beta changes from later released GTA Stories games. These models added to the map in a way to merge in and not replace existing models.
I want to have a new take. A new vision of the old maps where I hope to bring something new for the next release.
Update Monday November 25th, 2013
I have finalized the file system for GTA: SOL 69.9 and above both on VC and SA engines.
This includes ID object usage where every object will have the same ID whether it be VC or SA engines.
There will be no more changes after this as I have spent weeks redoing, replacing and updating to the point of my Hard drive crashing 2 months ago where I lost months of work.
The table below shows all the project's files in Tree Directory Order. This will make it easier for people to make tools to aid the progression of the project.
We have the ability to edit the Radar now with thanks and credit to Swoorup who made this possible along with the path tools. The IMG file sorting tools are thanks to Fastman92.
This post will also be the start of documenting all the functions within SOL and how to mod files in this project.
We will have a new Read me doc file and the change_logs in their own file.
Update Friday November 22th, 2013
Small update, The modelling has begun - Working on what was lost.
This time around things look even better. I have almost recovered everything that was at one point lost a month ago. it helps to keep backups on cloud servers like Dropbox.
Now the big thing about this project is everything will be remodelled from scratch but we are still some time away before we reach this new goal.
I have put the other version of the mod on hold so I can spend more time on this.
Ok, Little birdies on skype are telling me that people want to get involved so.. why arn't you PM'ing me. Get involved.
Unlike other mods I do not tell people what to do, You can download the mod and make good on what ever you want.. aslong as your not working on the same thing as someone else.
Update Friday September 06th, 2013.
A New day and I am treated with a new GTA Forums. I'm amazed with the theme setup even through I have not properly looked around. (I might add more here later about this) so I'll be tidying this group of threads.
The Project. I have decided with the time and work lost to head in one direction forking towards GTA: SOL Fusion where I hope to have a new take on all 3 Renderware maps with LCS, VCS and beta VC, GTAIII map addons. We will have something new to enjoy for VC, SA and in the end Rage.
This is much better then just conbining the old maps that do not really belong because of the era and design of these islands. trying to make a lot of old models work together.
I hope those who have supported this project for the time I have run this project for 8 years still do so and that we need to head in this new direction mainly because this was really getting old and I need to keep moving / working towards on something worth committing my time too.
Update Friday August 08th, 2013.
Some bad news; I have lost 4 months work because I kept everything on a partition that can not no longer be read, I started getting I/O errors from the drive and started to back up the drive however what I got wasn't enough before the drive failed.
Now we have not lost the mod completely as 69.5 is hosted online and this is where I will be starting off from yet again.
I had 2 versions of the mod Basic and Fusion but again I am back to square one.
So again all I can say is I am sorry for the delays and where I said I should have something out by Christmas may not happen.
Update Thursday August 01st, 2013
I am back but in a limited part time capacity because of my illness where I will be working on the project every other day.
My time will be spent on the new maps and getting something out before Christmas fingers crossed.
Update Monday June 03rd, 2013 - Please take note of the amendments
I will be away from the Project until the 31th July, Life issues mostly and taking a short break because i've pretty much been stuck in for most of the winter. British weather seems to be unstable where you do not know how it is going to be one week to the next. We have 2 weeks of summer where I will try and get the most out of this but checking in on this board.
I will be getting back into the sing of things from August where I should have a beta out by Christmas 2013.
The good news is I have been researching the SA engine for the last 3 months where I have found some interesting work arounds for getting the map in fully without half the models not rendering correctly over the original map bounds (6000x6000) like they seem to do with Sacky's LA.
I got the idea from Maxo's MVL where most of the tasks for object handling is done outside the engine to get around the 20k ID limit but getting the objects to behave correctly is still an issue.
Side note: This information page is short and to the point so if you have any suggestions, this is the place to state it.
Please use the correct threads to post your questions only. Please do not private message me (X-Seti) until you're given permission to do so. You are welcome to open up new threads with your questions.
We welcome any Renderware modding questions, we are also recruiting new members so please take the time to read up on the important pinned topics before you join the team.
Links to important pages and news about the project can be found in this thread below.
Media, Arts, Gallery thread.
Archive & Download Link information.
Project Research Thread. Mod Tech Updates.