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B Dawg
  • B Dawg

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#5911

Posted 11 September 2017 - 10:41 AM

Shotgun is hitscan and the rest of the guns have actual bullets with travel time and hitboxes.

Im guessing the shotgun projectile has either a tiny hitbox or none at all.

Actually, all the guns are hitscan (obvious exceptions are grenades, rocket launcher, flamethrower, spray can, fire extinguisher, etc...)

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gts.
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#5912

Posted 11 September 2017 - 01:30 PM

When Silent will going to release the new vehicles SP update?

I have no clue - the TODO list is so full of stuff reported and/or suggested by spaceeinstein and Nick007J so at this point it almost feels like I'm ignoring those issues... I feel like I should clear those before considering a new release, at least.
No problem, take your time. Is only that I'm hyped for see all those vehicle (VC?) features fixed in SA, the curious thing is that I never noticed them neither on PS2 until now.

ChengizVlad09
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#5913

Posted 11 September 2017 - 01:35 PM

God damn, you guys know your s*it :) that was it. Even though I'm using the PS2 loadout-Skygfx1, I could see the droplets for the brief moment when car hit the water, so without neo folder and colorcycle.dat file in my root dir, they couldn't be loaded and that caused the crash. Thanks!


Why you have to delete anything? You could just disable the raindrops from the ini file.

I can't really remember, since it was some time ago, but deletion of the mentioned folder solved it for me even though that droplets were turned off in the first place. Later on, and it took me a while to get to the bottom of this, the crash problem was caused by Fastman's Limiter. No matter what I tried, it was always this mod causing crashes, so I definitely deleted it for good.

Davve95
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#5914

Posted 12 September 2017 - 12:18 PM

When Silent will going to release the new vehicles SP update?

I have no clue - the TODO list is so full of stuff reported and/or suggested by spaceeinstein and Nick007J so at this point it almost feels like I'm ignoring those issues... I feel like I should clear those before considering a new release, at least.
No problem, take your time. Is only that I'm hyped for see all those vehicle (VC?) features fixed in SA, the curious thing is that I never noticed them neither on PS2 until now.

Sounds cool. What features are they though?

Ash_735
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#5915

Posted 12 September 2017 - 02:54 PM

Visual animations, such as hood scoop on phoenix, moving brushes on street sweeper, moving sat dish on news can, etc.
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gts.
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#5916

Posted 12 September 2017 - 09:59 PM Edited by gts., 12 September 2017 - 09:59 PM.

Sounds cool. What features are they though?

Phoenix's hood scoop butterflies, Predator's thing (radar?), etc.

 

EDIT:

Oops, ninja'd by Ash. :p

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monq
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#5917

Posted 13 September 2017 - 05:35 PM

In GTA 3 (but not in VC or SA) when you alt-tab to leave the game and then come back, most sounds stop playing until you hit Escape twice (i.e. go to the menu and then back). For example, background noises remain silent until you do that.

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Silent
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#5918

Posted 13 September 2017 - 05:49 PM

In GTA 3 (but not in VC or SA) when you alt-tab to leave the game and then come back, most sounds stop playing until you hit Escape twice (i.e. go to the menu and then back). For example, background noises remain silent until you do that.


Meh... sounds plausible. I'll put it on the TODO.


More goodness from Nick007J - panels (bumpers) fix which is present in San Andreas since r27 also works great in III and VC:

Before:
rf12BZrl.jpg


After:
ws0JvA4l.jpg
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Inadequate
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#5919

Posted 13 September 2017 - 05:51 PM

Is that really a bug? :O


Silent
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#5920

Posted 13 September 2017 - 05:53 PM Edited by Silent, 13 September 2017 - 05:57 PM.

Likely - the code damages them* and then... immediately fixes them. So I would say so.

* And that is also broken in III/VC but not in SA - but even SA insta-fixes them.
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Inadequate
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#5921

Posted 13 September 2017 - 05:58 PM Edited by Inadequate, 13 September 2017 - 06:00 PM.

Nice. Then the same thing applies to VC too?

 

EDIT:

Oops, sorry. I see that applies to VC too. I forgot how to read. :p


gts.
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#5922

Posted 13 September 2017 - 06:17 PM

 

In GTA 3 (but not in VC or SA) when you alt-tab to leave the game and then come back, most sounds stop playing until you hit Escape twice (i.e. go to the menu and then back). For example, background noises remain silent until you do that.


Meh... sounds plausible. I'll put it on the TODO.


More goodness from Nick007J - panels (bumpers) fix which is present in San Andreas since r27 also works great in III and VC:
Spoiler

Is this the f*ckCarCompletely function?


Silent
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#5923

Posted 13 September 2017 - 06:21 PM

Yes, that's why this entry is now crossed out in the todo list.

gts.
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#5924

Posted 13 September 2017 - 06:28 PM

That's nice. The stuff of the TODO list is getting crossed so fast for the three games. :p


Silent
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#5925

Posted 13 September 2017 - 06:36 PM

21752218_1960098084237797_42852907882136
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Inadequate
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#5926

Posted 13 September 2017 - 06:39 PM

HAHA. Can I ask... What happened with this?


Tomasak
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#5927

Posted 13 September 2017 - 06:43 PM

and moon phases in windowed mode

gts.
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#5928

Posted 13 September 2017 - 06:49 PM

and moon phases in windowed mode

Or even better, reverse the real PS2 moon phases just like the sun.

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Tomasak
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#5929

Posted 13 September 2017 - 07:01 PM

das job for aap.

since sun war borken z fighting

gts.
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#5930

Posted 13 September 2017 - 07:06 PM

das job for aap.

You're right but also Silent can do it. They will be fixed by aap probably somewhere and sometime in the future but by a DLL. :O

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Tomasak
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#5931

Posted 13 September 2017 - 07:24 PM

rename dll to asi
???
profit



or wait till tag updates the asi branch on github and let it downalod via appveyro

Ash_735
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#5932

Posted 13 September 2017 - 11:51 PM

HAHA. Can I ask... What happened with this?

I still have those files :p But it required a rewrite of the player (which we did for VCS PC) which is a bitch to support for multiple EXE's, plus it required shipping a DLL which the community screeches at these days. :p :D
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El Dorado
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#5933

Posted 14 September 2017 - 01:26 AM

damn, reading old posts before the first SA version and comparing to what we have now... things certainly improved

 

still one lousy bug remains, that one near the police dpt in LS where a orange light is placed in a tunnel and the glow is reflected on the cars in the street level

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gts.
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#5934

Posted 14 September 2017 - 02:48 AM

Still one lousy bug remains, that one near the police dpt in LS where a orange light is placed in a tunnel and the glow is reflected on the cars in the street level


Nothing to do with SP. They are only some coronas (2dfx?) placed in the aqueducts, it seems that they are map related and I don't know if they can be moved with a map editor.

Tomasak
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#5935

Posted 14 September 2017 - 12:53 PM

HAHA. Can I ask... What happened with this?

I still have those files :p But it required a rewrite of the player (which we did for VCS PC) which is a bitch to support for multiple EXE's, plus it required shipping a DLL which the community screeches at these days. :p :D

ddraw.asi when.

jk. i know it's functions are integrated in normal silenpatch

But is it really different for hodloom and compact exe in SA? or just difference for 1.0 1.1....

Inadequate
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#5936

Posted 14 September 2017 - 01:47 PM

HAHA. Can I ask... What happened with this?

I still have those files :p But it required a rewrite of the player (which we did for VCS PC) which is a bitch to support for multiple EXE's, plus it required shipping a DLL which the community screeches at these days. :p :D
Release them please, anyway an 1.0 EXE is a must have in the modding environment. :p
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ThirteenAG
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#5937

Posted 14 September 2017 - 05:08 PM

plus it required shipping a DLL which the community screeches at these days. :p :D

Nah ah. Why is everyone confused regarding what the problem is about.
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Ash_735
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#5938

Posted 14 September 2017 - 05:44 PM

I know the issue, I just like that the reaction to DLL has become a bit of a joke.

But even still, it requires a BINK DLL, as well as the converted files and then the ASI for it, which is too much to include in SilentPatch considering how many people would have problems with it.
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ThirteenAG
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#5939

Posted 14 September 2017 - 05:49 PM

But even still, it requires a BINK DLL, as well as the converted files and then the ASI for it, which is too much to include in SilentPatch considering how many people would have problems with it.

Sure, intro movies aren't worth the trouble because they're disabled by fastloader anyway. I had a cleo script some day that showed introduction video between cuts during intro cutscene :)

Claude_Lib
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#5940

Posted 14 September 2017 - 05:53 PM

Then just release it separately. And if somebody will have issues because they can't read ReadMes, it will be their f*cking problem.
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