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San Andreas Ambient Sounds - SAAS

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Eevee™ 🎲
  • Eevee™ 🎲

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#61

Posted 29 November 2015 - 05:32 AM Edited by SolidEevee, 18 December 2015 - 03:16 AM.

EDIT: No more crashes :) So yeah, this is one of the best CLEO sound mods Ive downloaded!


TomBomb
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#62

Posted 10 December 2015 - 02:52 PM

Works fine for me. Got no Error, everything is perfect. I combine it with Insanity Audio, GS Insanity, and Lots of CLEO Mods, didn't get any Error a Single time. Perfect! Here's some cookies  :cookie:  :cookie:  :cookie:  :cookie:  :cookie:  :cookie:  :cookie:


Junior_Djjr
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#63

Posted 12 December 2015 - 07:26 PM Edited by Junior_Djjr, 12 December 2015 - 07:28 PM.

A guy sent to me.
 
http://pastebin.com/7VtzP19F
 
He said that's a crash when add a new car using fastman92 limit adjuster.
Occurs when enter in the game.

Jitterdoomer
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#64

Posted 13 December 2015 - 03:26 AM

Is there any way to test out Black Project's siren because the siren is different from PS2 version on the PC port.


pep legal
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#65

Posted 13 December 2015 - 04:14 AM Edited by pep legal, 13 December 2015 - 05:20 AM.

A guy sent to me.
 
http://pastebin.com/7VtzP19F
 
He said that's a crash when add a new car using fastman92 limit adjuster.
Occurs when enter in the game.

 

 

Strictly speaking...SAAS is not the culprit !  :monocle:

 

That guy is probably using some broken / old Cleo release (opcode 0AC7 is not doing what it should)...or he got a severe memory corruption at the very begining of the game (during INI file loading).

 

Maybe he is using TWO limit adjusters (like Open Limit Adjuster)...and OLA is not properly set for that new car.

 

...or it's just a broken model / texture file.

 

Ask him to try out this pre-release of SAAS (still Beta)  == >  https://mega.nz/#!9d...6XzhFsx1aoQcqr4

 

I've also included my cleo.asi version (just to compare dates - don't use it - better download latest version).

 

.


Michael_Townley
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#66

Posted 13 December 2015 - 01:16 PM

Does this mod conflicts with the other sound mod?

For example, I use this mod together with GTA V wasted music mod? Will it cause any incompatibility?

Junior_Djjr
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#67

Posted 13 December 2015 - 09:50 PM Edited by Junior_Djjr, 14 December 2015 - 01:43 AM.

A guy sent to me.
 
http://pastebin.com/7VtzP19F
 
He said that's a crash when add a new car using fastman92 limit adjuster.
Occurs when enter in the game.

 
 
Strictly speaking...SAAS is not the culprit !  :monocle:
 
That guy is probably using some broken / old Cleo release (opcode 0AC7 is not doing what it should)...or he got a severe memory corruption at the very begining of the game (during INI file loading).
 
Maybe he is using TWO limit adjusters (like Open Limit Adjuster)...and OLA is not properly set for that new car.
 
...or it's just a broken model / texture file.
 
Ask him to try out this pre-release of SAAS (still Beta)  == >  https://mega.nz/#!9d...6XzhFsx1aoQcqr4
 
I've also included my cleo.asi version (just to compare dates - don't use it - better download latest version).
 
.

 
He deleted his comments, without explanation  :blink:
 
If he deleted because he realized was wrong about this crash, it really is a shame to see people doing it instead of giving better information......

edit:

Cleisson Rodrigues 13/12/15 23:06
Não é mais necessário, não sei como mais o crash parou
acho que era problema no save...
mas vlw ae pela atenção!


Fireman
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#68

Posted 17 December 2015 - 04:37 PM

Does this mod conflicts with the other sound mod?

For example, I use this mod together with GTA V wasted music mod? Will it cause any incompatibility?

No, it only adds sounds, doesn't replace anything.

 

I use the bug-free sound overhaul mod with this (replaces almost all sounds) and it works fine with this.


Savidge
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#69

Posted 17 December 2015 - 05:02 PM Edited by Savidge, 10 January 2016 - 03:15 PM.

EDIT: nvm


camilo_97
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#70

Posted 22 December 2015 - 07:56 PM

Grand Theft Auto ifruit (Android) have sound files in .Ogg


ParanoiNigga
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#71

Posted 23 December 2015 - 04:07 AM

Hey Can somebody add the sound of a car accelarating far away as that in gta 5.It would be awesome.


daniels3
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#72

Posted 10 January 2016 - 12:11 PM

 

I've cleared the CLEO folder already for just SAAS, but I also have .asi plugins in my main folder and I used a bug-free sound overhaul. 

 

Better to try it on a fresh install.

 

 

 

I haven't given up on you yet....try this one -->   https://mega.nz/#!IR...zm8qkYdO1Xx7AgI

.

 

I think I've a similar issue, I've installed the mod on an absolutely fresh GTA RIP Version, i've tried nearly everything to make it running yet i'm crashing after the loading screen is over or joining a server on SA:MP, the link you've posted is broken though, I'd be thankful if you could re-upload it, I crash once the loading screen on the single mod or SA:MP is over (I get opcodes errors on samp though, and i've changed it milion of times to newer, older etc.)


pep legal
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#73

Posted 10 January 2016 - 02:04 PM Edited by pep legal, 10 January 2016 - 02:13 PM.

I think I've a similar issue, I've installed the mod on an absolutely fresh GTA RIP Version, i've tried nearly everything to make it running yet i'm crashing after the loading screen is over or joining a server on SA:MP, the link you've posted is broken though, I'd be thankful if you could re-upload it, I crash once the loading screen on the single mod or SA:MP is over (I get opcodes errors on samp though, and i've changed it milion of times to newer, older etc.)



Are you sure of be using 1.0 US EXE version ?


(obs.: that link is intentionally off...first page has the latest releases [december] / the january release is still being cooked)
.

daniels3
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#74

Posted 10 January 2016 - 03:14 PM Edited by daniels3, 10 January 2016 - 03:14 PM.

 

I think I've a similar issue, I've installed the mod on an absolutely fresh GTA RIP Version, i've tried nearly everything to make it running yet i'm crashing after the loading screen is over or joining a server on SA:MP, the link you've posted is broken though, I'd be thankful if you could re-upload it, I crash once the loading screen on the single mod or SA:MP is over (I get opcodes errors on samp though, and i've changed it milion of times to newer, older etc.)



Are you sure of be using 1.0 US EXE version ?


(obs.: that link is intentionally off...first page has the latest releases [december] / the january release is still being cooked)
.

 

Yeah and i've tried others' too.

How come I have that problem, i've installed it on a fresh copy of GTA as well.


pep legal
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#75

Posted 10 January 2016 - 04:58 PM Edited by pep legal, 10 January 2016 - 05:03 PM.

Yeah and i've tried others' too.
How come I have that problem, i've installed it on a fresh copy of GTA as well.


You have installed NewOpcodes by DK...right ? (It's mandatory...read the first page)

(I will not ask you about latest Cleo...it's pretty obvious).

Silent Patch, Mix Sets (by Junior), and some Limit Extender (like OLA) are strongly recommendable as well (not mandatory for SAAS, though)

For the last: Modloader and LOD-Lights complete the minimum set that every gta player should use.

.

shangalisto
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#76

Posted 29 April 2016 - 11:29 AM Edited by shangalisto, 29 April 2016 - 08:00 PM.

This beautiful mod is working on SAMP, the sounds are often too low even with global volume to 1.0, I "cheat" with the volume in game settings but it's not practical

 

A failure on ambience sounds to hospital AS  : There are european sirens, cool in Los Santos !! ( :D )

 

EDIT: File .ini has not effect in game (with SAMP, not tested with solo) and the volume sound is catastrophic, it's loooooow. So bugged on SAMP !


Kushy300
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#77

Posted 25 May 2016 - 11:02 PM

This beautiful mod don't work on my SAMP.. Does anyone know how to fix it? It work on the singleplayer


malengs
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#78

Posted 03 June 2016 - 10:43 AM

Why is it i'm having error loading plugin/newopcodes.cleo everytime i run it? i downloaded everything in the first page but still no luck.


Ruvix
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#79

Posted 05 June 2016 - 10:43 AM

So any news ?
 


daniels3
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#80

Posted 16 June 2016 - 04:14 PM

Got it worked, but I hardly can hear them, they're like very very low, I tried to edit the audio in the config yet barley hear it, I more hear the original gtasa waves and the car


daniels3
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#81

Posted 16 June 2016 - 06:43 PM Edited by daniels3, 16 June 2016 - 06:54 PM.

figured what is it, it's the "Radio" which depends on the sound, no way to edit it somehow to be not based on the gtasa original audio?

 

Such a wonderful mod thought, this deserves way more replies, damn hard work, good job adds alot to the game.

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Deadstroke
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#82

Posted 20 July 2016 - 10:49 PM

Pep Legal, how did you take the ini files like this to the mod in cleo script? Can you show me how to do this too?

heightWind		: -2400	-1600	 300	 300	 000	 -70	-980		;Mont Chilliad (Windy)
heightQuiet		: -2400	-1600	 300	 300	 000	 -70	-980		;Mont Chilliad (reduces interference)
heightWind		:  1	  1   2950	2950	 010	 -80	-500		;global wind (proportional to height)
heightQuiet		:  1	  1   2950	2950	 003	 -150  -1500		;global quietness (proportional to height)
carPlay0		:  2150	 1650	 400	 700	 072	  20	   6		;Crazy Party cars in LV (during the night)

ERICK_GTAVC
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#83

Posted 21 July 2016 - 03:37 PM Edited by ERICK_GTAVC, 21 July 2016 - 03:38 PM.

Excellent, i've  tested another ambient sounds for sa like ''seagulls on the beaches'' or other ambient sounds, but this mod have future because it have a particular sound on a specific zone at different times, Good Job  :^:


pep legal
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#84

Posted 22 July 2016 - 01:08 AM Edited by pep legal, 22 July 2016 - 02:08 AM.

Pep Legal, how did you take the ini files like this to the mod in cleo script? Can you show me how to do this too?

 

Spoiler

Deadstroke
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#85

Posted 22 July 2016 - 02:16 AM

There are a lot of things on it!

Thanks Pep!


Deadstroke
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#86

Posted 22 July 2016 - 06:49 AM Edited by Deadstroke, 25 July 2016 - 07:03 PM.

 

Pep Legal, how did you take the ini files like this to the mod in cleo script? Can you show me how to do this too?

 

Spoiler

I'm having some problems with it:

- The 'Prepare Buffer', I use it once in mod, all right?

- The var _Buffer_ doesn't mean nothing in script and is crashing the game in opcode 0AD7;

- The label @List is anyone thread memory that I could use to use in script, right?

- In "0AAB: does_file_exist _startHour_ //...and that file exist.", does it make sense? I didn't use in script that I tried to load.

 

Edit.: I got to use this script! Thanks so much!

You'll have credits in mod that I'm creating....


pep legal
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#87

Posted 30 July 2016 - 06:43 AM Edited by pep legal, 30 July 2016 - 06:58 AM.

.

 

A long overdue Update (jul-16)   :santa:

 

- Several sounds were replaced, fixed, tweaked, removed, changed, etc.

 

- Few new sounds added (rail tunnel, SF tower clock, Airports, Military bases, car sellers).

 

- New option in INI file.

 

- Some minor bugs in script are now fixed.

 

 

Summarizing: No big change, but a lot of small changes.

 

.

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kkjj
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#88

Posted 30 July 2016 - 07:30 AM

Can you please upload the updated files separatly pep legal.
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kkjj
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#89

Posted 03 August 2016 - 01:52 AM

@Pep legal again I am requesting please upload the updated files for me because I have a very slow internet. Please upload the files.
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pep legal
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#90

Posted 03 August 2016 - 06:28 AM Edited by pep legal, 03 August 2016 - 06:29 AM.

.

Ok...there it goes...

 

A small update having only changed files:

 

 

- Not mandatory (but recommendable) for those people already using the new " jul-16 " version.

 

- Totally necessary for those still using " nov-15 " version.

 

 

 

.





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