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San Andreas: Blast From The Past

SA WIP SA Released
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Inadequate
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#31

Posted 15 November 2015 - 07:59 AM

It is supposed those airtrains from Vice City spawn in the Los Santos International Airport? By the position looks like more for Verdant Meadows, probably was like that on the beta.

P71lXAY.jpg


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#32

Posted 15 November 2015 - 08:11 AM Edited by blackalienHD, 15 November 2015 - 08:12 AM.

It is supposed those airtrains from Vice City spawn in the Los Santos International Airport? By the position looks like more for Verdant Meadows, probably was like that on the beta.

P71lXAY.jpg

Well, if they are on the radar, means that they are static. As the ones I added on the LS airport. This is for sure Verdant Meadowns. Maybe at first it was planned to be a normal airport, after that they decided that it should be an abandoned airport. So removed those static planes and put destroyed ones instead.


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#33

Posted 15 November 2015 - 07:12 PM Edited by blackalienHD, 17 November 2015 - 01:39 PM.

Hello people! I don't know how many of you spot the new things in the OP so I'm gonna post some of them here.

I added the VC Greenwood, which at first I didn't plan to put in the mod. And, because many people, including me, don't like VC vehicles in SA, because they don't fit, I'm restoring only the ones I feel like are enough good to be in SA. More things: unused paintjob for Elegy, the FBI car is now fully done, soon will be the Combine Harvester and Journey. I already started doing radar icons as well. Last things, added wooden box in Glen Park Alley and of course the static planes on the LS International Airport, but they still need to be added on the radar.

 

Edit: What had to be said was said. Now focus on the mod!

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ACM-Jan
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#34

Posted 15 November 2015 - 07:53 PM

you know that everything is made a little different and latest project just might be the one which makes best job at the objective! there's even reason for that: latest accomplisher has most info about the details of subject which they can use to build it better if there is only enough will!

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#35

Posted 15 November 2015 - 08:01 PM Edited by Jinx., 15 November 2015 - 08:02 PM.

For your interest, SA Stories is not dead at all (only the topic is locked; the mod is still being worked on), so that argument is invalid.

Why not include more unique stuff, compared to the other mods? No BETA mod has VC cars (or even VC Styled), so you should add them, in my opinion. If you can, of course.

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#36

Posted 15 November 2015 - 08:20 PM

For your interest, SA Stories is not dead at all (only the topic is locked; the mod is still being worked on), so that argument is invalid.

Why not include more unique stuff, compared to the other mods? No BETA mod has VC cars (or even VC Styled), so you should add them, in my opinion. If you can, of course.

I can add them, but it demands by the opinion of the people. As I said many people don't like VC vehicles in SA, I'm still adding some. We'll see what will happen and who know, maybe VC vehicles will be added.


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#37

Posted 15 November 2015 - 09:13 PM

It isn`t good idea. If you want relase it as separate pack.

I don`t know what people see in Vc vehicles.


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#38

Posted 15 November 2015 - 09:26 PM

Some of them are giving a nice vibe. At least that's how I think.


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#39

Posted 17 November 2015 - 09:49 PM Edited by blackalienHD, 18 November 2015 - 02:16 PM.

Hello people! It's a bit late now, at least here, but I have something to show you.

OPEN ME

Started working on dialogues and this is the first one. Still it's not full.  

 

Also I'll probably be adding DeeZire's name in the OP since I learned from his script. Now it seems like an easy thing to do, so maybe dialogues won't be a problem. To clear this out again - I looked over his script from TTDISA and saw how things are done. No copy - paste. 

 

P.S. The video is in a bit low quality, because I wanted it to be done fast. 

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#40

Posted 17 November 2015 - 10:34 PM

P.S. The video is in low quality, because I wanted it to be done fast. 

It's also private. :p

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#41

Posted 18 November 2015 - 05:00 AM Edited by blackalienHD, 18 November 2015 - 02:16 PM.

You should be able to see it now.


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#42

Posted 20 November 2015 - 10:15 PM Edited by blackalienHD, 20 November 2015 - 10:21 PM.

In case you missed something:

 

Map:

LAe2

- Added trees around basketball court

- Removed ''Ten Green Bottles'' sign(will probably get removed)

LAe

- Restored a missing tree

 

Vehicles:

- VC Greenwood

- VC Voodoo

 

Missions(new):

- Restored cut dialogues in Wrong Side Of The Tracks

 

Miscellaneous/Script:

- Recreated Beta Timecyc 2

- Added scissors sound along with electric razor when getting a cut

- Changed loading music with ''Grove Street Theme''

- Added Young Maylay rap in San Andreas Intro

- Restored OMOST cut quotes

- Recreated some PS2 or Beta icons (hud and radar)

 

Note: 

The Young Maylay rap and Grove Street Theme music are NOT beta related, I'm just putting them to make this more... unique(I guess). Also this week I had many test in school so I was unable to make a lot of progress on the mod.

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#43

Posted 20 November 2015 - 10:54 PM

But you know that vc greenwood and voodoo aren't beta vehicles, do you? They were uswd in alpha but beta versions can be spotted durning cutscenes. Keep progress :)

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#44

Posted 20 November 2015 - 10:59 PM

P.S. The video is in a bit low quality, because I wanted it to be done fast. 

Why the Big Smoke's car movement look so strange? Handling.cfg modified?


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#45

Posted 20 November 2015 - 11:11 PM Edited by blackalienHD, 20 November 2015 - 11:12 PM.

P.S. The video is in a bit low quality, because I wanted it to be done fast. 

Why the Big Smoke's car movement look so strange? Handling.cfg modified?

Nope.

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#46

Posted 21 November 2015 - 09:12 AM

But you know that vc greenwood and voodoo aren't beta vehicles, do you? They were uswd in alpha but beta versions can be spotted durning cutscenes. Keep progress :)

Yeah, I know about the VC vehicles. They were used for a replacment until the original SA vehicles were created. Still they are seen on screens so I'm adding them. 

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#47

Posted 21 November 2015 - 10:25 AM

I want this case
8PrN33I.png
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#48

Posted 21 November 2015 - 01:32 PM

make it yourself, shouldnt be too hard :p


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#49

Posted 21 November 2015 - 07:30 PM

kinda cool theres another BETA mod in progress.  hadn't actually noticed until now lol

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#50

Posted 22 November 2015 - 04:46 PM Edited by blackalienHD, 22 November 2015 - 05:26 PM.

The work for today:

The Italian Mafia is back

Eventually made a Neutral Bikers Gang, but I'll remove it, because - first, it's useless and - second, somehow the members of the Italian Mafia got there and started a war with the bikers(still can't figure out some thing about gangs). Restored entrance to SFPD HQ and entrance to Rusty Brown's in LS. Next will be the S*x shop in LS.

 

About the other 2 Rusty Brown restaurants, the one in the desrt and the one in SF, they will get a unique interiors which were probably made for them. At least these are my plans.

Spoiler

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#51

Posted 22 November 2015 - 07:28 PM Edited by blackalienHD, 22 November 2015 - 09:26 PM.

I know that most of you don't read what I'm posting, but I ran into a problem and I need some of your help. I'm editing countn2.ipl and I'm trying to add a marker(enex) for access to Rusty Brown. I want it's interior to be DINER2(as I said the other to donut shops will have unique interiors). I have put the marker, but it doesn't seem to work, the marker is just staying there, but not leading you to the interior and I think it has something to do with the highlited numbers shown below. Can someone explain to me what are they for and what they do. I'm giving an example with another enex(not the one I'm talking about - DINER2).

Spoiler

 

P.S. Posting this here, since I think more people will be able to see it and eventually help me.

 

EDIT: Now it's ok 


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#52

Posted 22 November 2015 - 08:51 PM

make it yourself, shouldnt be too hard :p

already making something myself and this certain part is annoying the sh*t out of me because it should be a simple fix but its not...

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#53

Posted 22 November 2015 - 09:17 PM

Try it on a date with one of girlfriends. Cuz few interniors can be acces only by them.


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#54

Posted 22 November 2015 - 09:22 PM

Try it on a date with one of girlfriends. Cuz few interniors can be acces only by them.

It's ok now, but the interior I wanted to use has no collision so that will be a little problem. The one you are talking about is DINER1, I plan of using it for the SF Rusty Brown.


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#55

Posted 23 November 2015 - 05:00 PM

Made a poll since restoring both the Italian and Russian Mafia is causing the game to crash. I don't know for a possible descision of this problem so only one of the gangs will appear!

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#56

Posted 23 November 2015 - 06:00 PM

How is it causing the game to crash? What did you do? For the Mafia you don't even need to edit anything, just script them turf around Caligula's Casino, Whitewood Estates or what not and you're done. The Russians you can add by replacing Gang 9 with them and scripting their guns and turf.


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#57

Posted 23 November 2015 - 06:52 PM Edited by blackalienHD, 23 November 2015 - 06:56 PM.

How is it causing the game to crash? What did you do? For the Mafia you don't even need to edit anything, just script them turf around Caligula's Casino, Whitewood Estates or what not and you're done. The Russians you can add by replacing Gang 9 with them and scripting their guns and turf.

The Italian Mafia I added by putting it's members in pedgrp.dat(line casual_rich and average in vegas). The Russians by adding them like gang 9 and by script setting their territory and weapons.


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#58

Posted 23 November 2015 - 08:59 PM

It must be possible to add two gangs. I think you make a mistace in pedgrp.dat. If Jeans can add so many gangs you can add 2 without crash.

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#59

Posted 23 November 2015 - 09:07 PM

Yeah, probably. Anyway, I'll be fixing it tomorrow or just when I can since I'm busy with school.


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#60

Posted 23 November 2015 - 09:08 PM

I am glad to see a BETA MOD actually got a Team! BTWthe pic with Italian Maf! Is that the timcyc you made? DAMN ITS GOOD!




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