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Found 180 results

  1. polidoros4433

    GTA Kavala

  2. mohab 2005

    GTA SA: Green particle

    Green Particle Green particle Changes: *fully Replaces blood to be ultra-realistic *fully Replaces clouds to be ultra-realistic *fully replaces water to be ultra-realistic *fully Replaces under water to be ultra-realistic *More changes soon *an amazing enb *All plants/roads/rocks and other stuff are HD remastered screenshots soon NEW: *Weapons Will be hd remastered(including texture, muzzle flash, icon) Screenshots: More screen shots will be uploaded very soon videos: Some vids and an official channel will be made for this mod very soon Download link: https://mega.nz/#!Dc4GAAKJ!XRUCLvHrSd-Lty5QSQwa1Rq5ir_DToiSGIgOOFH-H6g Suggestions: If you got any Suggestion, write it and maybe if it's good enough I will make a public poll about it and If other people wants it i will add/Change it in the next version. Joining the team: To join the team you need to be an experienced, trusted modder then contact me on skype. till now everything is by me... Credits: Enb: Mohab 2005, OPEN Models: Mohab 2005, OPEN, I might need more than 2 modders for that Beta Testing: Mohab 2005, OPEN File Editing: Mohab 2005, OPEN Very soon more things will be included so more things can be done by more modders, To edit files such as timecyc.dat... etc you need only to show your skills at skype by sending me screenshots of your mod or just give me a link of your mod. Beta testing You need only trust but it's better to be a modder.Models You need to make at least 2 or more small mods or 1 big mod If you got 2 tiny mods you need to be little more trusted by having more mods.ENB you should be experienced with enb by making an amazing enb mod or 2 easy enb mods. Contacting me: add me on skype Skype name:mohab_amr2005
  3. EndyVoon

    GTA SA Mod <Project EVE>

    Hello guys, I'm new here today I want to present the mod that make by me and my team's member (NMT) It is Project EVE, sine I want to post it here few month ago but I can't find the button that create new topic. For the proof the mod is own by me, here is the first post link below: http://www.miuk.cn/thread-37410-1-1.html (chinese gta modding website) And another proof is only me have the wing's version of the character of this mod First is the video hope your guys like it!!! And the Image: Project EVE Mod is: 1. A action type mod with exclusive a character. 2. The character in this mod is original design by Elsword and Xenosnake create a different eve in MMD. 3. It have RPG skill features, an combo system, even a flying system include. For more simple, it a bit like like dragon nest online 0w0 4. If you know who I am, maybe you can found some of the features/system of this mod is same as my previous mod (NEPGS, ACBT, PWC, MFSYS, ACBT-V2R) Note: The authors of this mod is in the video
  4. SLP47

    New story(MPACK)

    Hi, everybody now I'll show a new mission pack that you wanna be adored or not. Story: After the end of the line, a new story begin, a new character appears, a new challenge, and of course a new mission that you must do like: infiltration, gang war again, ... Characters: - Bill: A new character that you see in the introduction. He's a groove street and he's friend with CJ and Sweet. Sometimes, when he hasn't nothing to do he will with his girlfriend Jesabel; the relation between him and his girlfriend is eternal. - Jesabel: She likes dangerous life and action. She drives like a master. when she hasn't nothing to do she will spend her time with her boyfriend Bill; the relation between her and her boyfriend is eternal. - Sweet: As we know Sweet spend his whole time on his matter with ballas and Vagos again. But this will have to change, when a old of CJ comes (secret) he will see something that he won't forget. (In some mission, he will become playable) (Incomplete section) Note: - Bill's model doesn't belong to me. It belongs to toshort173 - Bill's model was extracted from cutscene.img P.S: I try to contact toshort173 but he is inactive so I try to find a solution because of the Bill's model, the upload of mod is not valid so I extract a model very similar of Bill in cutscene.img. Proof: Use Alci IMG Editor and open your cutscene.img then search csblue3.dff and csblue3.txd and see it in 3D modelisation. Screenshots: - Bill kissing Jesabel - Sweet using sniper - Intro - CJ and Sweet
  5. ​gtasa.js Another scripthook but this time for the javascript language for those who are interested. Currently a proof of concept but I do plan to work more on it and I love to hear your feedback and pull requests are welcome on GitHub. ​APIaddEventListener // function, param1 "main", param2 function game.player.position // get set { x, y, z } ​game.player.health // get set number game.player.armor // get set number game.player.isDriving // get boolean game.player.isArrested // get boolean game.player.isInvisible // get set boolean buggy! game.player.model // get number useless right now ​Installation ​​​Install Visual C++ Redistributable for Visual Studio 2015 Have a clean install of GTA: San Andreas 1.0 us Install an ASI loader (I recommend Silent's or Thirteen's) Extract the latest gtasa.js.zip to the San Andreas root Write your own javascript files to the js folder Download ​​Releases Source ​CreditsLINK/2012 for the injector library DK22Pac, fastman92 and LINK/2012 for the Plugin SDK Silent and ThirteenAG for their ASI Loaders
  6. CML99

    Farming Mod

    DESCRIPTION: So I'm working on this mod since December, 2014. The main point is to add the ability to harvest crops (wheat & corn version aswell) to the game. But it also brings much more features like the following: Lawnmowing Ability to pour wheat from the combine chute Improved Cropduster's pesticides particle effect Farm vehicles spawned around the farmland Dust particle from Combine while harvesting Scripts for spawning farm vehicles like Combine, Tractor, Lawnmower & Cropduster Farm animals (with sounds) New map objects (eg. windmill, old well, scarecrow) Survivalists at The Farm Mini-mission at The Farm field (you need to be in Combine Harvester to start the mission) The Farm's house interior +ability to save game and to play billard inside Plants/flowers on the farm with watering ability Snakes on Snake Farm in desert Some country peds retexture John Deere 6620-8820 series combine retexture New fields textures New wooden fences Some vehicle edits (corn combine, tractor with roof/peak, baler trailer for tractor) As an addition, some carwrecks placed in the Angel Pine Junkyard Fireplace next to The Farm Improved Blueberry Liquor Shop Restored Blueberry Truck Terminal Rooster crowing at 6AM Bale press script Real Combine Harvester sounds Additional bumper trailer for tractor PROGRESS MAP: SCREENSHOTS: >>Imgur Gallery<< CREDITS: @Wesser: NPCs harvesting ability @AdusPL: Windmill & Old Well objects conversion @Kalvin: Combine edit/conversion (corn header edit by me) | Tractor conversion (edit by me) | Baler conversion (farm trailer edit by me) SAMP Developers: Deer model CJ_YOU: Chicken model and Horse model & animation Dakurlz: Pig, Sheep, Cow & Watering Can (SA-styled icon & new effect by me) models | Animal Sounds Killer-GTA: Original cement script (wheat/combine edition by me) Many thanks to @LINK/2012 for Open Limit Adjuster (OLA is necessary to run the mod, otherwise the game keeps crashing while harvesting/driving around most (not all) fields) DOWNLOAD: GTAGarage: http://www.gtagarage.com/mods/show.php?id=27205 Basic Edition: http://camil1999mods-eng.blogspot.com/2015/05/relsa-farming-mod-basic-edition-30.html | http://www.gtainside.com/en/sanandreas/mods/74567-farming-mod-basic-edition | http://www.gtagaming.com/downloads/gta-san-andreas/misc-mods/32373 Extended Edition: http://camil1999mods-eng.blogspot.com/2015/05/relsa-farming-mod-extended-edition.html BONUS: Here are some mods that'd suite the mod: John Deere painted lawnmower Red Barns BETA Combine Texture Edited Cropduster The Lonely Shepherd Mod Vibrant Farm Pigs in country Crows Mod GTA CTW Cam - useful while harvesting Agricultural Trailer (DOWNLOAD v2.3)
  7. skyeyemx

    My Handling Mod Collection [SA]

    Here's a collection of handling mods I created. I figured it would be more organized if I just posted them all in one topic; Supra-fied Jester: JESTER 1500.0 3500.0 2.2 0.0 0.0 -0.05 75 0.65 0.9 0.5 5 200.0 30.0 5 R P 10.0 0.45 0 35.0 1.1 0.10 0.0 0.28 -0.15 0.5 0.3 0.25 0.60 35000 c0002804 4000001 1 1 1 Your stereotypical Supra; kinda fast, can't turn well, powerful engine, and fit for drifting. Based on the Jester handling. Electric Car: BRAVURA 1300.0 2200.0 1.7 0.0 0.3 0.0 70 0.65 0.80 0.52 2 160.0 15.0 10.0 4 E 08.0 0.80 0 30.0 1.3 0.08 0.0 0.31 -0.15 0.57 0.0 0.26 0.50 9000 10421004 114088410 0 0 An electric-powered version of the Bravura handling; no exhaust, electric sparks and smoke, 4WD, 4-wheel steering, and a two gears (since one gear is glitchy). Really Fast Dragster: 3500.0 5500.0 2.0 0.0 -0.6 -0.1 70 0.70 1.5 0.3 4 800.0 96.0 5.0 R D 8.17 0.52 0 35.0 1.0 0.10? 0.0 0.30 -0.15 0.3 0.25 0.3 0.52 19000 200000 2010000 1 1 0 Really fast, and can still turn good enough to be used as a somewhat-normal car! And it even pulls a small wheelie if on ideal conditions! (dry road) LOLTaxi!: TAXI 1450.0 4056.4 2.2 0.0 0.3 -0.25 75 0.80 0.75 0.45 5 180.0 19.0 10.0 F P 9.1 0.60 1 35.0 1.4 0.1 200.0 0.25 -0.15 0.54 0.0 0.2 0.51 20000 0 200000 0 1 0 This mod makes the Taxi-...... I won't spoil the fun; Try it, drive around, and wait till it happens! (Hint; hit the curb) Double Rear Wheels: 20004098 Just paste that into the "mflags" section of any car you want, then BANG! Double rear wheels. NOTE: I think you need SilentPatch for this to work properly. IndyCar: 1400.0 1000.0 1.2 0.0 -0.017 -0.5 75.0 0.90 1.5 0.33 5 378.0 53.0 60.0 R P 6.0 0.60 1.0 25.0 1.4 0.10 0.0 0.25 -0.05 0.5 0.3 0.2 0.56 335000 40002004 1400002 0 2 0 Ever wanted to drive the world's fastest open-wheelers? Well now you can! Works pretty well with any IndyCar, Le Mans Prototype, or F1 car mod. It has low center of mass, high grip and turns well. And it accelerates quickly and may reach 370 KPH in the handling (although the EXE has a speed cap). F1: 1100.0 800.0 1.2 0.0 -0.017 -0.5 75.0 0.90 1.5 0.33 5 310.0 60.0 40.0 R P 10.0 0.60 1.0 36.0 1.4 0.10 0.0 0.25 -0.05 0.5 0.3 0.2 0.56 335000 40002004 1400002 0 2 0 A remixed version of my IndyCar handling with lighter weight, better turning, braking, and grip, and faster initial acceleration, although top speed and high speed acceleration takes a hit. Better suited to F1 car mods. More to come! Check here later.
  8. freezer9

    Super bike for gta sa

    Whats this? This mod adds a bit of craziness while driving the super-bike. The bike has 2 features right now. The first feature is slow motion and the second one is the bike effects and it also has a mini gun. How does this mod work The bike is placed in grove street, when the player sits on the bike the effects begin. Nitro and flames come out from the wheels(i found this the right place to add the effects). Its like a car with nitro. So, when this gets uncontrollable, if the player presses the shift-key, the slow motion begins, It slows down the time and improves the handling. The slow motion lasts for 2-3 sec. I've also added a mini-gun to the backseat of the bike. I also added this feature - when the player presses tab-key all the near by vehicles explode. But, unfortunately it didn't work. I'll try to make some more features and also make the exploding feature work. Tell me what you think about this mod. I know, it is not a great mod. But, its just my beginning. image links https://drive.google.com/file/d/0B9gQTfuGXn4Sbi0tUXZFdnN3a1k/view?usp=sharing https://drive.google.com/file/d/0B9gQTfuGXn4SejBUdmFiZ3F3TnM/view?usp=sharing https://drive.google.com/file/d/0B9gQTfuGXn4SUnl3a3hmRFoyV2s/view?usp=sharing https://drive.google.com/file/d/0B9gQTfuGXn4SVDVtRzBraGNRX1U/view?usp=sharing https://drive.google.com/file/d/0B9gQTfuGXn4SQ1lZLS1taUJyUVk/view?usp=sharing
  9. AguiaX2

    GTA SA - MaxPayneSA Mod

    Hiii! I will bring MaxPayneSA Mod which brings the Bullet time and Shootdodge of Max Payne. I hope you Like it Note: This and the first version may have some errors Commands X key to activate bullet time CTRL + W key, S, D or A to the Shootdodge. each letter and a direction for example the letter S is pressed with CTRL it will the Shootdodge back Note: The keys are editable and also to edit if you want or you can shootdodge places to just have the time or Bullet Only Shootdodge. you can edit it all in an .ini coming in mod) Video: Download:https://mega.nz/#!PYUylJKK!uvp3gAHj4_mbjdm6kSCgEnuMMCZ1dAQsE3YZkO_kMxI
  10. 4Arty

    Sound Invasion

    I decided to replace all standart ingame sounds to a better one. First step is SAHQS first release here: http://gtaforums.com/topic/841764-sahqs-sa-hq-sounds/ After this i want remake VC and 3 sound systems.
  11. firefly0607

    HD Prop Models Collection

    I'm replacing the models of low quality of the game gta san andreas for high-quality models. Questions: Question : You are creating models? Reply : I am converting models. Question : The rules allow conversions? Reply : Yes Look at this : The rules allow the conversion of prop models. But I need to show the license or give the link to where it was originally obtained. - HD Prop Model 01 Image - http://i.imgur.com/9rL4REs.jpg Original model: http://nobiax.deviantart.com/art/Free-Fuel-Can-Pack-146561906 Converted to sa opt 1 - http://www.mediafire.com/download/awch0fd22m8g405/HD+Prop+Model+01.7z Converted to sa opt 2 - http://www.gtainside.com/en/sanandreas/mods/79899-hd-prop-model-01 HD Prop Model 02 Image - http://i.imgur.com/f8jyXPK.jpg Original model : http://nobiax.deviantart.com/art/Free-Pallet-v2-Pack-192265245 Converted to sa opt 1 - http://www.mediafire.com/download/k7zkf727foapq2j/HD+Prop+Model+02.7z Converted to sa opt 2 - http://www.gtainside.com/en/sanandreas/mods/79916-hd-prop-model-02 HD Prop Model 03 Image - http://i.imgur.com/R10zb7y.jpg Original model : http://p3dm.ru/files/5180_turtles-.html Converted to sa opt 1 - http://www.mediafire.com/download/i4ehzzih997t2ss/HD+Prop+Model+03.7z Converted to sa opt 2 - http://www.gtainside.com/en/sanandreas/mods/79937-hd-prop-model-03 HD Prop Model 04 Image - http://i.imgur.com/eetRs9n.jpg Original model : http://p3dm.ru/files/2244_sharknado-.html Converted to sa opt 1 - http://www.mediafire.com/download/1w1t43m09dkr503/HD+Prop+Model+04.7z Converted to sa opt 2 - http://www.gtainside.com/en/sanandreas/mods/79938-hd-prop-model-04/ HD Prop Model 05 Image - http://i.imgur.com/TkyLiuE.jpg Original model: http://gamebanana.com/models/3301 Converted to sa opt 1 - http://www.mediafire.com/download/citoovv6bgrs96z/HD+Prop+Model+05.7z Converted to sa opt 2 - http://www.gtainside.com/en/sanandreas/mods/79968-hd-prop-model-05 HD Prop Model 06 Image - http://i.imgur.com/BUK927J.jpg Original model: http://tf3dm.com/3d-model/traffic-cones-10923.html Converted to sa opt 1 - http://www.mediafire.com/download/2q7n6s615qb2n33/HD+Prop+Model+06.7z Converted to sa opt 2 - http://www.gtainside.com/en/sanandreas/mods/80007-hd-prop-model-06 HD Prop Model 07 Image - http://i.imgur.com/ilwOUVI.jpg?1 Original model : http://www.deviantart.com/art/Adrenaline-Shot-Left-4-Dead-355833022 Converted to sa opt 1 - http://www.mediafire.com/download/szti7o1bh46eero/HD+Prop+Model+07.7z Converted to sa opt 2 - http://www.gtainside.com/en/sanandreas/mods/80049-hd-prop-model-07 HD Prop Model 08 Image - http://i.imgur.com/S3wpfuE.jpg Original model : https://www.renderosity.com/mod/freestuff/?item_id=75304 Converted to sa opt 1 - http://www.mediafire.com/download/at570ncfoqi6hsc/HD+Prop+Model+08.7z Converted to sa opt 2 - http://www.gtainside.com/en/sanandreas/mods/80127-hd-prop-model-08/ HD Prop Model 09 Image - http://i.imgur.com/8jzWIXk.jpg Original model : http://gamebanana.com/models/3751 Converted to sa opt 1 - http://www.mediafire.com/download/d7fdaojni5qwjnn/HD+Prop+Model+09.7z Converted to sa opt 2 - http://www.gtainside.com/en/sanandreas/mods/80145-hd-prop-model-09 HD Prop Model 10 Image - http://i.imgur.com/shasLS1.jpg Original model : http://bubblecloud.deviantart.com/art/Surfboard-Free-3D-model-377307840 Converted to sa opt 1 - http://www.mediafire.com/download/9v5b8eddhda6jds/HD+Prop+Model+10.7z Converted to sa opt 2 - http://www.gtainside.com/en/sanandreas/mods/80156-hd-prop-model-10 HD Prop Model 11 Image - http://i.imgur.com/KoK4XQX.jpg Original model : http://deexie.deviantart.com/art/Pizza-Pack-416930202 Converted to sa opt 1 - http://www.mediafire.com/download/6f144na7dbeodgg/HD+Prop+Model+11.7z Converted to sa opt 2 - http://www.gtainside.com/en/sanandreas/mods/80163-hd-prop-model-11 HD Prop Model 12 Image - http://i.imgur.com/YDSjhMC.jpg Converted to sa opt 1 - http://www.mediafire.com/download/f9yf12l908gcjj5/HD+Prop+Model+12.7z Converted to sa opt 2 - http://www.gtainside.com/en/sanandreas/mods/81475-hd-prop-model-12 HD Prop Model 13 Image - http://i.imgur.com/SKgI7zV.jpg Original model : https://sketchfab.com/models/e4f1c395626d49fa906b03cb5e31de18 Converted to sa opt 1 - http://www.mediafire.com/download/rbnmtbmjhdu6trt/HD+Prop+Model+13%282%29.7z Converted to sa opt 2 - http://www.gtainside.com/en/sanandreas/mods/81578-hd-prop-model-13
  12. DK22Pac


    SA::Render - modification which replaces and improves some graphical aspects of game. It brings some new things you possibly saw in new games or even in GTA 4. Main things it features: -Deffered lighting; -Shadow mapping; -Improved rendering for peds, vehicles, objects, water and some other things, including: dynamic diffuse lighting, per-pixel specular, normal mapping; -Soft particles; -Post effects. Things you need to know before posting here: 1) The mod will be realised as asi-plugin, so you'll need just to have asi-loader for playing with it. 2) We don't compete with Enb here. We make this for interesting gameplay at first. Trying to get the reason for passing game again. 3) We trying to unite it with original data-settings. For example, you still could control some things with timecyc.dat or with material settings in .dff model files. 4) We can't tell clearly how the mod will affect FPS at this time. But we'll try to make it more playable even on weak PCs. Configuration files will be presented, ofcourse. 5) The release date is unknown. We will release it when we'll feel it is ready for it. Developing was started at the beginning of 2013. Dev team: DK22Pac, PetkaGtA. Usually helping: }0RIC)-(, Maks, Marty McFly, oksa8.
  13. Alpha Radke

    San Andreas INSANITY Graphics

    ReShade Framework + SA::Render REMOVED Credits: crosier Ganossa CeeJay.dk Marty McFly​ ​DK22Pac PetkaGtA​​​​​ Download: Work in progress Beta release with SA::Render Hotfix version Not the original mod (no ultra realistic like in videos/photos) Current version REMOVED Old versions REMOVED
  14. ReiXXX

    Realistic Project

    Years pass by, and things change! What Realistic Project does, is that it changes a few areas in San Andreas,bringing in a new era. For example, construction in Doherty is now finished, Solarin Industries has advanced, and so has the dock in SF... So basically, what this mod does is that it bring realism by changing maps and adding cleo scripts! Mod is currently under development, in Stage 1 witch is San Fierro. There will also be major changes in Desert, different villages, Las Venturas and maybe Los Santos! Hope you guys like it, stay tuned for more news! V1: San Fierro Blogger for updates
  15. futureAllrounder

    GTA SA Object Robot

    I use the object 1300 as a main part for the robot. Right now it looks very simple and the only outstanding bodypart is the head. In the video you can see only the head without the eyes, but I've added two objects [1945] to the head as eyes. Right now you can shoot the robots head to destroy the robots bodyparts, but that doesn't actually do much, since the robot doesn't have any powers itself. I plan to give the robot a power like a strong punch or having an unvunerable mode. Here's the vid link: https://www.youtube.com/watch?v=SSKvmOqlqSw Weeeeellll.. quick update. I've got a new video showcasing the unvunerable mode. https://www.youtube.com/watch?v=xWfPclEjtkc The good thing with object a. particle based mods is that you don't have to install all kinds of skins. This mod constists of only a cleo data actually.
  16. DimmerCrayfish

    [SA]Color Markers V1

    Hello everyone! few days ago I was curious about this theme and and I decided to start looking for some code until I found one but only changes the colors of markers businesses and I do not like because I also want to change the colors of markers mission! The truth I'm not very good with this is why I extend my question to you ... it's wrong? because they all come out the same color? I appreciate them not only give links to topics specific answers much less examples I want answers or someone I can do it as a wink Thanks and sorry for my bad english (the script is not mine) CODE:
  17. AguiaX2

    Nightcrawler for GTA San Andreas

    New Mod that I'm doing it will be the Nightcrawler He he will have of 4 Features Only Characteristics Teleports at the point marked on the map Teleports in any direction (no need to put the marked it teleports so some meters) Teleports up to the Pedestrian and teleports him in height of 50 meters above the ground Teleports up to the Pedestrian and one kick in the head
  18. hellya2011

    [WIP|SA] GTA: Project Liberty

    This is a total conversion that was started in December 2011, and is basically a IV/EFLC conversion for San Andreas. My project is not the first to try to complete this goal, but i'm going to try my best to finish the map. The map will use both IV models, and EFLC models. (i know backwards conversions aren't allowed, but a good friend messaged an admin, and said he would allow it as long as i host the file on a external site) I know, and understand many people will see this as dis-respectful, but that isn't my intentions. I respect Rockstar Games to the fullest. I think that the conversion brings out the beauty of the models, and the Renderware engine (i know its old, but still) and if anything, shows how amazing Rockstar is. If you like this mod, support Rockstar Games by buying both San Andreas & GTAIV so we can have many new games in the future. 'A Final Goodbye' Open Source Release This is the end for Project IV. One last release. Me and xXaerooff2Xx and has discussed it, and there will be only 1 more release which will be what we have done so far. It will be an Open Sourced release, so if anyone wants to continue our work they may do so, but give credit where it is due. The open sourced release will have bugs and issues, but it is where we left off at. Why is it ending? Simply enough, we have lost interest in doing it. I also can't find the time anymore. So instead of leaving everyone out there wondering if it will continue, this is the official update saying goodbye, and thanks for your support of this mod. Team/ Credits: Hellya2011- Mod Leader/ Model Convertor/ Scripting xXaerooff2Xx- Mod Leader/ Model Converting LIPTON- Model Convertor DK22Pac- Scripts & Tools Onyx- Pedestrian & Car Nodes Oksa8- Scripting TheNikoST- Beta Tester & Media Manager YoshiHDify- Beta Tester ItsAllAboutGTA- Beta Tester KiNG3LP- Beta Tester Special Thanks: Rockstar Games- Original Models, Content, & Awesome Games Function-X- Creator of Overdose Effects (gotten permission to use it) Vans123- GTAIV Enb & Timecyc (gotten permission to use it) and Help from modding questions Dk22pac- Advanced Light Mod (gotten permission to use it) Shemerrr- Original Skydome Model (gotten permission to use it) XMakarusX- DirectX For ProjectIV (gotten permission to use it) System Requirements (estimate): AMD Turion (or equivalent) Dual Core @ 2.0Ghz 3GB DDR2 Ram Nvidia 6800gt (or equivalent) (requirements based on my old laptop which could run it decent at 10-20fps) *If you are closer to the requirements, i suggest running it without enb* Progress: Videos: DOWNLOAD BETAV0.2 (deposit files, 802.33MB) Beta v0.2 Mirror (Yandex.Disk, 802.33MB) Download Beta v0.1(gamefront, 298MB) PLEASE INSTALL ON A CLEAN INSTALLATION OF GTASA & RUN MAP CLEANER FIRST!
  19. firefly0607

    Project IWNL - Increase Windows Night Lights

    This mod will add more lighted windows in the buildings overnight. During the development of the mod I will publish the download of the buildings already completed. When I finish I will launch the full mod in a single file. I can not correct the position of the windows (the original game also has these errors http://i.imgur.com/6httbw1.jpg)to fix this I would have to correct one by one, but that would take a long time. - Credits: Firefly - Building 01 http://www.mediafire.com/download/goj4j1x8ixigoep/Project+IWNL+-+Building+01+Finished.7z http://www.gtainside.com/en/sanandreas/mods/81731-project-iwnl-building-01-finished/ - Old Version : http://i.imgur.com/Mloqfx7.png http://www.mediafire.com/download/755ju88579q1y9o/Project+IWNL+-+building+01.7z http://www.gtainside.com/en/sanandreas/mods/81678-project-iwnl-building-01/ -
  20. gtavice101

    Filipino Language Pack for GTA:SA

    Kumusta! This is a Filipino language pack for GTA San Andreas which will allow you to play the game in the Filipino language. All text and missions will be translated into Standard Filipino. The Filipino language is a Malayo-Polynesian language spoken primarily in the Philippines, where it is the official and national language. The standard spoken and written language is primarily based on the Manila dialect of Tagalog. There are hundreds of other languages and dialects spoken in the Philippines. The Filipino language is spoken natively in the areas around Manila, Central Luzon, Calabarzon, and Mimaropa. It is also the native language of most of the younger generation. It is spoken as a lingua franca across the Philippine Islands, and is the main language used in mass media, alongside English. It is also spoken by ethnic Filipinos living in other countries with about 2 million speakers in the United States alone, about half living in the states of California and Hawaii. The Filipino language has been heavily influenced by different foreign languages throughout its history, such as: Malay, Arabic, various Chinese and Indian languages, Japanese, Korean, Spanish, various European and Native American languages, and more recently English. A preview version with the following translated is available for download: Main menu and all sub-menus Mission passed/failed Cheat activated/deactivated Wasted/busted Cesar Vialpando's "King in Exile" mission Cesar Vialpando's "Wu Zi Mu" mission Catalina's "Farewell, My Love... " mission First two of Zero's RC missions Caligula's "Saint Mark's Bistro" mission Paramedic missions Vigilante missions Firefighter missions Freight train missions Taxi missions (partial) Courier missions Burglary missions Blood Ring Driving School (partial) Gym Pool Some restaurants Restricted Area The Johnson House Other various pieces of text Language Loader by Fastman92 is recommended, as it allows you to add additional languages in the game without replacing existing ones. This language pack is created from scratch myself and is not a continuation or enhancement of other similar mods. Have fun and Mabuhay! GTAGARAGE DOWNLOAD GTAINSIDE DOWNLOAD BETA 2 will be released by Thanksgiving with the additional following translated: The first mission CJ's "Big Smoke" mission CJ's "Sweet and Kendl" mission CJ's "Ryder" mission Ryder's "Home Invasion" mission Wu Zi Mu's "Ran Fa Li" mission Wu Zi Mu's "Lure" mission The Four Dragon's "You've Had Your Chips" mission Pimping missions Valet parking Lowrider missions Quarry missions Trucking missions Bike School Boating School Flying School Taxi missions (final) Driving School (final) More to be announced soon
  21. Lock And Park is a CLEO mod that allows you to park your car outside garages without them disappearing. (Edit: I no longer play GTA San Andreas, so this is no longer being updated. I have included the source code in the downloads if anyone wants to continue supporting it.) I parked and locked a Hunter in Grove Street before starting the mission Big Smoke, Sweet & Kendl. It didn't despawn even though I went through half the city on a bicycle. Now before you read further, please note that this mod does not save cars, so when you quit the game or load a save, they will despawn. That is because saving cars is not this mod's actual purpose. The actual purpose: Drive your cars to missions without worry of them disappearing Park your car at a beach without worry of it disappearing Transport many cars using a Packer without them disappearing Park a getaway car next to the police station without worry of it disappearing Park many cars for a complex stunt without worry... Go on a shopping spree in the Creek without worry... Park your car somewhere, then go on a rampage around the entire San Andreas, without worry... Park your car at a hospital and complete the Medic side mission, without worry... etc. What this mod does not do: Lock the car's doors (I actually wanted to do this, but then I would need another key for car unlocking, which spoils the simplicity of things.) Lock the car's position (so you can use the Packer to transfer it!) Save the car (I imagine that if you park your car overnight, it gets towed*.) How to lock a car: Park your car and get out. Press 'L' to lock the car.** The car is now locked. It is confirmed by a message: "The car is locked." Ways to unlock a car: Get into the locked car Wreck the locked car Somehow make the locked car despawn When locked, a car: Will not despawn no matter what (Unless specifically scripted to despawn, like during missions or CLEO scripts) Will not be impounded no matter what (tested with Driving School, Valet and Pimping missions) Will not despawn because of force-spawns (for example, in the mission Home Invasion, if you park and lock your car exactly where the Boxville is going to spawn, your car won't despawn when the Boxville spawns. The Boxville will just spawn right into it. Force-spawns normally happen in missions. Normal NPC parked cars are not force-spawned, so if you park your car in a parking spot, normal NPC parked cars will not replace your car or spawn into it.) This mod works on: Cars Boats Helicopters Planes Bicycles Bikes Trains (should, haven't tested) Beware: When you are in a car, it is not locked. For example, if you get busted in a car, it isn't locked and will despawn when you come out from the police station. Pressing 'L' after it despawns will not work. VERY IMPORTANT, MAY LEAD TO LOSS OF CARS. When parking your car in a save garage, do not lock it, or else the car will not be saved. This is because the script works so well, that even the save garage can't despawn the car, so it is unable to save it (save garages despawn cars when saving them). To test if a car is saved in the garage, close the garage then open it again. The car should be fully repaired and all doors should be closed. If the car is still damaged or doors are still opened, the car is locked and will not save. Simply enter the car and get out to unlock the car. Test again. You can lock up to 27 cars. When you hit that limit, you have to unlock some cars before you can lock more. With normal usage, just don't forget about your cars and you wouldn't even come close to the limit. Things such as super-epic stunts with many cars though may push the limit. Downloads: Beta v1 Make sure that you have a working CLEO installed, and is using US 1.0 (Hoodlum) exe. It may work on other exes, but I don't know. Source code can be found in the download. Known bugs: Unable to lock boats. This is because I use the "sunk" opcode to check if cars are wrecked when locking them, but boats are almost always sunk. I need something to help me check if a car is a boat. During missions, if you lock a mission-critical car (that should not despawn, like Cesar's car) and then unlock it, it can despawn. If it does despawn, it may cause mission failure (Cesar's car is wrecked!) or the game crashing. To be fixed. If a mission or CLEO script uses 01C3 (remove_references_to_car) on a locked car, it can despawn. Known CLEO script conflicts: driveby.cs uses remove_references_to_car on the car you just exited, which causes the car to despawn even after being locked. Known script-despawns: If your car despawns because a mission is specifically scripted to do so, then I cannot change it, since doing so might break missions. CLEO scripts may specifically despawn them too. During the mission Interdiction, if you use an air vehicle to get to the top of the mountain, it will be replaced by a Bandito, even if you locked it. About beta: I have been using this mod extensively, driving cars to missions, during missions, etc. and my locked cars have never disappeared. Just heed the warnings above, and you'll be fine. However, because this mod is working against the game engine, some bad things might happen, especially with garages and missions. I can't test everything by myself, so I'm releasing a beta. It should work well as long as you don't do anything weird or stupid, but still, use at your own risk and save often. Here are some glitches to look out for: Locked car disappearing Not being able to lock car Crashing game Missions becoming unwinnable Missions despawning cars Cutscenes not finishing (be careful where you park and lock it, so it won't interfere with the cutscene. With great power comes great responsibility.) Extreme lag Any garages not working etc. Post any bugs, suggestions or glitches here with details of what you did. Credits and License: Programmed and designed by Lim Ding Wen Special thanks to: Shmoopy and OrionSR in this thread, this mod only worked because of them. License: May use source code, may republish if it is significantly changed (no dupes pls) Footnotes: *Note that saving will not despawn the car, but when you load the save, or quit the game, it will disappear (get towed), which is bad. So don't save (sleep) with cars still left outside garages. **Technical detail: 'L', when pressed outside a car, will "lock" the last car you were in, unless the last car has despawned, is wrecked, or there is no last car. Technical details on how it works: There are 3 types of locks, no lock, temp lock and perm lock. No lock refers to cars that you have not entered, or is unlocked. They use no slots. They can despawn. Temp lock refers to the car that you are in, or just exited. There is only one car with a temp lock, so if you exit a car and enter another, the first car changes from temp lock to no lock and the second car obtains the temp lock. They use a slot. They can despawn. Perm lock refers to the locked cars, made by pressing 'L'. They use a slot. They cannot despawn. There are 27 slots, for car handles. When entering a car, it clears the temp lock, and if there was a car with the temp lock, it will be changed to no lock. It checks if the current car has no lock or perm lock. If there is no lock, it will find an empty slot (empty == -1) (showing the message for limit hit if no empty slots are found) and change it into a temp lock. If there is a perm lock, it will change it to a temp lock. When the player exits the car, it tells the player to press 'L' if they want to lock the car. Note that the car they just exited now has a temp lock. If they don't, and enter another car, it will clear the temp lock, basically forgetting about the previous car. If they do, the car changes from the temp lock to perm lock, and the temp lock is cleared. This is done so that the slowest portion (finding an empty slot) of the code is executed in the background when entering a car, and when the player presses 'L', it can be locked instantly, simply changing temp lock to perm lock, no need for finding a slot, as it has already been found.
  22. Welcome to the GTA: Carcer City thread! Project led by: dkluin and universetwisters Content: -Introduction -The map -Screenshots -Credits // The team ================================= Introduction What is "GTA: Carcer City"? Well, GTA: Carcer City is a total conversion mod that will replace GTA:SA with the levels of Manhunt 1. Later on we'll connect these levels, and add our own content, CC style. Later on I'll port the progress we've made here over to GTA:SOL Underground. There wasn't any MH conversion that followed the MH storyline and/or included the original levels. We figured: Why not make a new conversion? And, just as a side note: This won't slow down my other project's progress in any way, that's why I'm porting it over to Underground ofcourse. We'll use the SA engine ofcourse The map We cannot provide anyone with a planned map. Yet. But, a detailled map of all levels together might appear soon. Screenshots Here they are. I've showed some of my work on the Underground boards, because I'm porting it later on. Credits // Team
  23. TheVladonPro

    GTA ViSA (GTA 5 LS On GTA SA Engine)

    GTA ViSA-global modification,converting Los Santos from GTA 5 on a GTA SA Engine.On this moment is complete scentral_01,koreatown_01,downtown_01 and sanpedro_01 ,in development-sunset,holywood Credits: Dageron-GTA V Console Texture Editor GooD-NTS-Open IV 2.1.0 koolk-LibertyV tgascoigne-xdr2obj Cyb3rMotion-Franklin M4k3-Buffalo(Frankin"s car) Alexander Blade-Stream Memory Fix indirivacua-point of spawn,paths,radar Victor Mor-save icon Minde95s-props placement,2 versions of radar MajesticNL-placement of objects Sliderv2,maurice96-beta testers And others... Screens: Screens by indirvacua: Progress (scentral_01): koreatown_01: downtown_01: sanpedro_01: sunset: santamon_01: holywood_01: REMOVED
  24. Ali Baqirson

    GTA: Tekken

    GTA: Tekken is a mod making GTA: San Andreas looks like Tekken. Team: Ali Ahmad Allaithi Ammar Alwaeli Progress: Fighters: 47% Map: 2% Text: 1% Weapons: 94% Animation: 0% Additionals: 70% Audio: 0% Loading Screens: 100% Peds: 4% Cars: 0% Missions: 100% (No mission. Don't load a saved game from the original GTA SA or the game will crash) Huds: 97% Player: 70% Intro: 100% Removed

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