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[WIP]GTA San Andreas Update

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Zera
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#31

Posted 17 January 2014 - 08:50 AM

I don't know if this problem will fit in the topic, but can you fix plane's route when they're in countyside? Sometimes they will hit large trees or mountain (mt. chilliad)

That's supposed to happen.

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DJQuaie
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#32

Posted 17 January 2014 - 09:28 AM

Seasparrow(and Sparrow too I think) heliccopter got its tail rotor misplaced.
 

 

>>>  Already fixed : http://www.gtagarage...ow.php?id=22036


TrustedInstaller
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#33

Posted 17 January 2014 - 09:39 AM

 

Hmmm, one thing I would like to be fixed is the awful quality of the photos taken by the in-game camera, it saves to a horrible jpeg with lots of compression, it would be good if the pics were saved to PNG or with JPG but with less compression to achieve better image quality.  :lol:  :lol:


Already done. :) http://gtag.gtagamin...1-hidef-camera/

 

Yeah, but you can use the game camera or it's just an screenshot plugin?


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#34

Posted 17 January 2014 - 10:08 AM

 

 

Hmmm, one thing I would like to be fixed is the awful quality of the photos taken by the in-game camera, it saves to a horrible jpeg with lots of compression, it would be good if the pics were saved to PNG or with JPG but with less compression to achieve better image quality.  :lol:  :lol:


Already done. :) http://gtag.gtagamin...1-hidef-camera/

 

Yeah, but you can use the game camera or it's just an screenshot plugin?

 

What?Are you senseless?If you use PrntScr to capture screenshots,you could use a image editor and save it to lossless format instantly. Ingame camera can't do that.That why Deji's plugin was made.It saves images in quality BMP format.


Rented
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#35

Posted 17 January 2014 - 04:38 PM

A smaller update on the vehicle progress:

  Added double rear wheels to the Tanker
  Removed exhaust fumes from the DFT-30
  Added double exhaust to the Monster
  Removed exhaust fumes from Monsterb
  Fixed exhaust on Monstera
  Fixed the Sparrow's rear rotor

gdnt.pngoq8g.png

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SlingShot753
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#36

Posted 19 January 2014 - 01:33 AM

There are some cars with bugged shadows like the Savanna and Clover:

Hw0lCv9.png

biwKOzl.png


Zera
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#37

Posted 19 January 2014 - 01:43 AM Edited by Zera, 19 January 2014 - 01:45 AM.

The Cropduster has bugged shadows as well.

 

BTW, are you going to wait until everything is fixed before making any downloads available?


lolya
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#38

Posted 19 January 2014 - 02:12 AM

Is missing graphical features from PS2 are able to fix? (Like missing props in Four Dragon's Casino, blurred rotors on helicopters, parachute animation glitch, and trails?)


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#39

Posted 19 January 2014 - 02:14 AM

Yep. The Cropduster too. I found more bugged shadows like the premier:

T0QcxVe.png

Some trees like this one:

V4QUuIO.pngThis bridge in San Fierro:

qR70acs.png

and the difference between the player/peds shadows and the vehicles shadows(for me its a bug, idk :/ ):

EcB2c3J.png


Zera
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#40

Posted 19 January 2014 - 02:28 AM

^ There are many more trees and objects around the SA map with wrongly mapped shadows. I'll try to get some screenshots as well some other time if RentedH1tm4nBen is willing to fix those.

Is missing graphical features from PS2 are able to fix? (Like missing props in Four Dragon's Casino, blurred rotors on helicopters, parachute animation glitch, and trails?)

The first one is fixable, it was done in the Things to do in San Andreas mod. I believe all it takes is modifying the LV map ide files to add the missing objects. The parachute animation fix was also already done by someone else.

 

The other ones aren't fixable though, as those features were completely removed from the PC version, hence they can't be restored.


lolya
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#41

Posted 19 January 2014 - 02:54 AM

The other ones aren't fixable though, as those features were completely removed from the PC version, hence they can't be restored.

 

For trails effect, I found a mod that behaves similar to Trails effect in PS2. 

 

And those rotors are not fixable? The function should work in PC and XBOX (There's still code in exe, and hierarchy in model) but it is broken and it dosen't displays moving_rotor model. It works for boats although, strange.


Zera
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#42

Posted 19 January 2014 - 03:03 AM

Well, no one has managed to fix it so far, at least.


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#43

Posted 19 January 2014 - 08:13 AM Edited by TheJAMESGM, 19 January 2014 - 08:15 AM.

You'll never get perfect shadows with the current shadow system, the only way you'll get shadows is by adding shadow mesh, but trees don't have a full collision and if they did, you wouldn't be able to go through the leafs (which would be odd), so you can't create a perfect shadow mesh unless you have a perfect collision for the entire tree. Along with that, creating a perfect collision for the tree would be a bad idea, since the models are actually pretty big except you can't see it due to alpha textures covering it up.

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#44

Posted 19 January 2014 - 11:52 AM Edited by Wesser, 19 January 2014 - 11:53 AM.

And those rotors are not fixable? The function should work in PC and XBOX (There's still code in exe, and hierarchy in model) but it is broken and it dosen't displays moving_rotor model.

Nope, it is a feature which has been cut completely for no apparent reason (someone said the engine screws up the blending effect which doesn't look smooth). The executable simply hides the frame of the those rotors having the blurred effect on their back.

I'm going to re-implement the original code and create a MaxScript to build a good effect with your own settings, when I will be free.
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lolya
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#45

Posted 19 January 2014 - 12:38 PM Edited by lolya, 19 January 2014 - 12:45 PM.

 

And those rotors are not fixable? The function should work in PC and XBOX (There's still code in exe, and hierarchy in model) but it is broken and it dosen't displays moving_rotor model.

Nope, it is a feature which has been cut completely for no apparent reason (someone said the engine screws up the blending effect which doesn't look smooth). The executable simply hides the frame of the those rotors having the blurred effect on their back.

I'm going to re-implement the original code and create a MaxScript to build a good effect with your own settings, when I will be free.

 

 

It worked for PS2, and it had same engines.

 

Oh and I tried to just change the hierarchy name to make it blurred permanently, but it dosen't looks like what it should look like. It uses incorrect alpha, and some parts are transparent not opaque. Same goes with plane. ( I've also changed name of Rustler's hierarchy to look it permanently blurred, but this texture looks fine. It uses correct alpha and there is no problem. Strange )


Rented
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#46

Posted 19 January 2014 - 12:47 PM

I will not be fixing shadow issues as most of it is created by your graphical tweaks, and stuff that aren't like the tree only having branches but no leaves, is actually not a glitch, that's actually how the shadow mesh looks like, the reason why I'm not creating a more complex mesh for it is because people will be able to run the game just as smooth as it would run without the mod.

I will check what's up with the bridge's shadow tho.


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#47

Posted 19 January 2014 - 01:01 PM

I'm going to re-implement the original code and create a MaxScript to build a good effect with your own settings, when I will be free.


Good luck, this alpha issue is really annoying, I've been trying to get it to work like... 4 times by now? :p
 
 

It worked for PS2, and it had same engines.


PS2 didn't use a DirectX 9 RenderWare build. So not like they're EXACTLY the same engine.

lolya
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#48

Posted 19 January 2014 - 01:12 PM Edited by lolya, 19 January 2014 - 01:18 PM.

 

It worked for PS2, and it had same engines.


PS2 didn't use a DirectX 9 RenderWare build. So not like they're EXACTLY the same engine.

 

 

What kind of engine does PS2 uses? I though it was same engine (but upgraded) as xbox or pc.

 

I'm going to re-implement the original code and create a MaxScript to build a good effect with your own settings, when I will be free.

 

 

Good luck with that, I thought no one could fix this as it was an engine bug. That'd be great. 


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#49

Posted 19 January 2014 - 01:18 PM Edited by SilentPL, 19 January 2014 - 01:21 PM.

What kind of engine does PS2 uses? I though it was same engine (but upgraded) as xbox or pc.


They are both the same versions of RenderWare, but different builds. A D3D9 build might have an issue resulting in all this mess R* couldn't sort out.

EDIT:
Same goes for missing double rear wheels on PC. Notice that SA: Mobile has them again, and again it is using a different RenderWare build (OpenGL).

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#50

Posted 19 January 2014 - 01:32 PM

EDIT:

Same goes for missing double rear wheels on PC. Notice that SA: Mobile has them again, and again it is using a different RenderWare build (OpenGL).

It seems they ported PC (or xbox) version of game, and downgraded the engine with some major changes. Like color corrections, lighting, reflections, and some scm editing. But still, it seems this bug was very serious as it was not even fixed after 9 years.  (there are still alpha bugs that appears on vegetation, and those missing ps2 effects are not ported)


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#51

Posted 19 January 2014 - 01:37 PM

Mobile version MIGHT be capable of rendering rotorblades properly, but as you said, they used a PC version of the game as a base and didn't re-enable the rotors. PC version just forces their alpha to be 255 (for static) or 0 (for moving) all the time, so does Mobile.

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#52

Posted 19 January 2014 - 01:39 PM

Silent, you said sometime ago that the team on VCS PC has made some tweaks to SA engine, as a preapration to VCS to be "ported" over.

 

What are those tweaks and why don't release them for SA itself?


lolya
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#53

Posted 19 January 2014 - 01:57 PM Edited by lolya, 19 January 2014 - 02:03 PM.

Mobile version MIGHT be capable of rendering rotorblades properly, but as you said, they used a PC version of the game as a base and didn't re-enable the rotors. PC version just forces their alpha to be 255 (for static) or 0 (for moving) all the time, so does Mobile.

They should work but Rockstar (or War Drum Studios) was too lazy (or forgot) to fix it. Don't know exactly why they didn't fixed it.

Shame how they didn't fixed this issue for almost 10 years.

Danikov
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#54

Posted 22 January 2014 - 06:51 AM

Hey there,,I was wondering,what you worked/working at the moment?

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#55

Posted 22 January 2014 - 09:36 AM

Well hoping to see some updates mate ..Best of luck with it ;)


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#56

Posted 24 January 2014 - 08:29 PM Edited by RentedH1tm4nBen, 25 January 2014 - 03:27 PM.

V1.1 is now live!

Don't forget to start a new game after installing.

 

Download

Mirror 1: GTAGarage

Mirror 2: MediaFire

 

Changelog
 V1.1
  Added the missing wheel to the DFT-30
  Fixed the lights and engine on the Ranger
  Added Double rear wheels to the Tanker
  Removed exhaust fumes from the DFT-30 and the Monsterb
  Fixed the exhausts on the Monstera
  Added double exhaust on the Monster and Monstera
  Fixed the Sparrow's Rear Rotor
  Fixed a bug causing the basketball to disappear after saving at Madd Dogg's Mansion
  Fixed a collision bug in Mulholland


Zera
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#57

Posted 24 January 2014 - 08:32 PM

Just so you know, it may take a while before it's approved. We're talking months here (my last mod took two whole months to get approved).


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#58

Posted 24 January 2014 - 08:37 PM

Just so you know, it may take a while before it's approved. We're talking months here (my last mod took two whole months to get approved).


It's going to take even longer, considering admins are re-working the entire site and nothing has been approved in months.

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#59

Posted 24 January 2014 - 08:40 PM

Upload on another host... and why start a new game after install?


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#60

Posted 24 January 2014 - 08:41 PM

I guess due to a relocated save icon in Madd Dogg's mansion.




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