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Found 189 results

  1. 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:
  2. 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
  3. 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!
  4. 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/ -
  5. 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
  6. 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.
  7. 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
  8. 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
  9. 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
  10. IVMyLife

    HD Jester

    Remodeling the whole Jester, also I will add some details to make it having some "hd-era" style. Working on the base mesh right now, looks basicly the same as original one so far, when I'm done with the base mesh i'll make it mid-poly and also start adding details.
  11. As you may know, cars in older R* games, such as GTA III and VC have a feature, which you won't see anywhere in GTA SA. I'm talking about fenders, which can be used for various purposes. I decided to do a small test with this feature in SA and I figured out they still work. It's such a shame R* didn't use them this time. But anyway, here's my result: I managed to get them working in a way, which they can serve 2 purposes: 1. extra 2 useful objects, which can get damaged 2. ability to create chassis deformation on hit So far I only have one issue. For an unknown reason, reflections on the body material don't work at all. I tried various material settings, but none seems to work. For people who may have interest for help, here's a picture of the settings: http://i.imgur.com/6opGsHv.jpg Next up I will try to solve this issue and I will texturize visual scratches and other damage. -Beta Release- http://www.mediafire.com/download/hhi77hqs7c8r6pp/Buffalo.zip -Final Release- http://www.mediafire.com/download/19sa8qc2cbe1ce2/Buffalo_FINAL.zip
  12. GaMeR-X

    ENB BY GaMeR-X

    Hello good NEW MOD Graphics https://mega.co.nz/#!XIkhVAQa!6WnOAjd_8RdI0zH7xZv7ZbYYQQGmffKOgrQt3MG7XfY
  13. SuperMegaTeam

    Grand Theft Auto: Kupyansk

    Hi, it's the best mod! Download Link: https://yadi.sk/d/dtX1PNOigiLVU
  14. Flame

    Hidden Interiors HQ

    Hidden Interiors HQ This mod allows player to enter some of earlier inaccessible interiors. Some of them earlier have been shown only in the cut-scenes, some only in certain missions With this mod you can enter these interiors: Sweet Johnson's House, Ryder's House, OG Loс's House (located in Grove Street), house of Denise, Carl's girl (Ganton), Barbara's Police Station (El Quebrados), Jay's Dinner (Tierra Robada), Las Venturas City Planning Department. Textures of these interiors (and, sometimes, exteriors) were improved. Most important feature in this mod: fixed all places in the interiors where you could fall through the floor or wall! Also in some interiors you can find weapons pickups. P.S. You can meet these interiors with girlfriends (at the dates) or with Grove Street gang. Author: Flame Release dates: November 2011 — original mod with autoinstaller September 2012 — version with English readme September 2012 — version with manual installation January 2015 — repacked manual and auto installation versions with improved readme and installation Download mod With automatic installation (recommended) (46 Mb) Google Drive With manual installation (43 Mb) Google Drive Screenshots and video Screenshots with places: See also: HRT 1.4 The Seasons series: Spring Season | Endless Summer | Autumn Sunshine | Winter Vacation Modifications by Flame: main thread

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