Quantcast
Jump to content
Search In
  • More options...
Find results that contain...
Find results in...

Search the Community

Showing results for tags 'RW Released'.



More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • Welcome!
    • Welcome to GTAForums!
  • News
    • GTANet.com
  • Multiplayer
    • GTA Online
    • Red Dead Online
    • Crews
  • Red Dead
    • Red Dead Redemption 2
    • Red Dead Redemption
  • Grand Theft Auto
    • Grand Theft Auto Series
    • GTA 6
    • GTA V
    • GTA IV
    • GTA Chinatown Wars
    • GTA Vice City Stories
    • GTA Liberty City Stories
    • GTA San Andreas
    • GTA Vice City
    • GTA III
    • Top Down Games
  • Modding
    • GTA Mods
    • Red Dead Mods
    • Mod Showroom
    • Featured Mods
  • Rockstar
    • Rockstar Games
    • Rockstar Collectors
  • Community
    • Off-Topic
    • Expression
    • Gangs
  • GTANet

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Found 33 results

  1. ThirteenAG

    Project2DFX

    LATEST RELEASES HERE - http://thirteenag.github.io/p2dfx This post will be updated later.
  2. fastman92

    fastman92 limit adjuster

    fastman92 limit adjuster Like many other games, GTA has limits that may later need to be increased as the modding community grows. This limit adjuster gives you that opportunity. Furthermore, it hacks some limits that were once deemed impossible to be hacked because of their complexity, as the ID limits itself took over 5000 lines of code to hack. An example of these limits would be the ID limits, weapon limits, handling.cfg limits & cargrp.dat limit. Map limits are also hacked. This means bigger maps with more cities. Supported games: GTA III, GTA VC, GTA SA, GTA IV, GTA V, Bully Scholarship Edition. Open-source work, can be studied and modified by other developers. - - - - - - - - - - - - - - - - - - Discord server for my projects If you have an interest in any of my projects or game modding, there's a Discord server available, where you can discuss things related to the FLA and similar. Send me a private message, if you would like to join and from there I'll tell you what to do next. - - - - - - - - - - - - - - - - - - I am putting a lot of effort to make sure that my projects meet the high quality requirements. That takes a significant amount of work. If you like any of my projects, you can consider making a donation. And keep on looking for what projects the future might bring. Download http://fastman92.com - - - - - - - - - - - - - - - - - - What can be done with this limit adjuster? Author: dkluin
  3. Blue

    Blue's Workshop

    ADMINS AND MODERATORS //XP// A.G. Bleezey Colby direct_UA ermaccer JackProductions Jinx Mega Razor440 RM76 Savidge Stierlitz universetwisters THANKS TO My girlfriend, followers and the rest - For the amazing support throughout the years THE SAUCE
  4. thelink2012

    Open Limit Adjuster

    Open Limit Adjuster This is a open source limit adjuster for Grand Theft Auto III, Vice City and San Andreas aiming to bring back limit adjusters to the scene. However it does not aim to be just a limit adjuster, but a limit purger, that's, turning whatever previously was limited into unlimited, being only limited by the machine/application capacity. Goals Bring limit adjusters back to the scene, but not totally centralized into one person. Avoid little limit adjusters here and there. Be an extremely stable limit adjuster. Purge out limits from the face of the community, we are in a dynamic world! Download The latest release can be found at GitHub, the ini comes configured to the best experience. https://github.com/ThirteenAG/limit_adjuster_gta3vcsa/releases Contributors aap / The Hero _DK fastman92 LINK/2012 maxorator Silent ThirteenAG Wesser Feel free to contribute to the project, check the GitHub repository Not sure how to contribute? Take a look here and here. Not sure what to contribute? Check our open issues.
  5. Silent

    GInput

    Hey, what's going on? You plugged in your PlayStation or XBOX pad in hopes that you'll be able to play GTA on your PC just like you used to play on the console, and for some reason you can't make the controls work properly? You can't use full possibilities of your brand new, XInput-compatible pad? Maybe you want to refresh your childhood memories after ages of playing IV and you're sick of the old-fashioned controls? If any of these apply to you, GInput is the mod you've been looking for! This modification completely rewrites GTA controls handling and ditches DirectInput in favour of XInput. This way, your PlayStation 3 and XBOX 360 pads will be handled by the game just perfectly, taking advantage of all their features, including analog triggers. This modification features: Complete XInput support, so pads are mapped to match console versions perfectly (including Start button, which can't be mapped on PC version without this modification). Proper vibration support - something that was cut from all PC versions of the game! FIVE (TWO in San Andreas) different control mappings - four setups matching PS2 selectable setups and fifth one being a recreation of GTA IV controls! Pad buttons in In-Game helps, replacing PC key names (depending on user's choice, either PlayStation or XBOX buttons are shown). An INI file with tons of options - including toggleable vibration, selecting controls setup, Invert Look option from console versions, axis inversion options from San Andreas and more! Automatic switching between keyboard & mouse and pad controls, basing on last device input. Support for Guide/PS button. The button is fully functional and can show your Steam Overlay menu if you launched the game via Steam! Cheats input from the pad. Use classic PS2 cheats on PC! Full co-op support in San Andreas - the game can make full use of two pads or bind the first pad to second player, so co-op can be played even if only one pad is connected. Increased support for DualShock 3 controllers and SCP Driver Package - including pressure sensitive buttons and SIXAXIS accelerometers. Screenshots San Andreas: Vice City: III: Footages DOWNLOAD for GTA San Andreas DOWNLOAD for GTA Vice City DOWNLOAD for GTA III Usage The changes take effect automatically, no need to toggle anything when the game is launched. Supported games GTA III 1.0 (all versions) GTA III 1.1 (all versions, including Steam and Rockstar Games Launcher versions) GTA VC 1.0 (all versions) GTA VC 1.1 (all versions, including Steam and Rockstar Games Launcher versions) GTA SA 1.0 (all versions) Credits @Deji - original GInput for San Andreas - huge inspiration for myself! @Ash_735 - testing, complete art support Bugbear Entertainment - Steering Sensitivity option
  6. thelink2012

    Mod Loader

    What is it? Mod Loader is a plugin for Grand Theft Auto III, Vice City and San Andreas that adds an easy and user-friendly way to install and uninstall modifications into the game, as if the game had official modding support. No changes are ever made to the original game files, everything is injected on the fly, at runtime! The usage is as simple as inserting the mod files into the modloader/ directory. Uninstalling is as easy as that too, delete the mod files and you are done. Hot swapping mods while the game is running? By using Mod Loader you can! Still not sure? Check out this nice video from Ivey. Features: Do not replace any original file, all the mods are installed by injection on the fly. Instant mod swapping, you can refresh mods on the go without closing the game. Game menu for configurations, providing an even easier management of mods. Bug-free audio modding. When installing sound mods with Mod Loader, you'll no longer encounter this bug. Mod Loader will automatically read data lines from readme (.txt) files. If you have several of the same .dat files, Mod Loader will merge them together for you. Allows you to link mods to profiles, which is very useful for installing total conversions, isolating them completely from the rest of your mods. Mod Loader allows you to use command line arguments, you can find information on them here. Download Mod Loader will always get updated thought GTAGarage, with stable enough releases: http://www.gtagarage.com/mods/show.php?id=25377 Although you can also find the latest, maybe unstable, release on GitHub (recommended) https://github.com/thelink2012/modloader/releases Screenshots Source Code The source code is available under the MIT license, take a look at the project on GitHub
  7. Grand Theft Auto San Andreas Widescreen Fix Grand Theft Auto Vice City Widescreen Fix Grand Theft Auto 3 Widescreen Fix This and many other fixes now available at thirteenag.github.io/widescreen_fixes_pack
  8. thelink2012

    GTA3script Toolchain

    GTA3script Toolchain This is a compiler, editor extension, and debugger for the GTA3script language, which was the de facto language used by Rockstar North to code the mission scripts of the 3D Universe. The compiler is cross-platform, well tested and provides a CLI interface based off GCC/Clang. So if you are familiar with command line interfaces, this should be pretty standard for your tastes. The editor extension is a extension for VSCode, which is a lightweight, cross-platform, and extensible text editor (definitely not Visual Studio). Such extension provides syntax highlighting, auto-completion and documentation crawled from GTAModding and GTAG. This provides access to the compiler as well, so there's no need to touch the command line interface if you aren't familiar with that. The debugger is a client-server protocol which supports breakpoints, variable watching, and more. It's currently work-in-progress, but you should see it working together the editor extension pretty soon. Do note it is a protocol, as such it is game, compiler and editor agnostic, it just needs to be implemented on them. Everything is open source, as usual, and as noticed, it's all future-proof, in such a way that it can be used in future recreations of the game, such as OpenRW. This is compatible with all three games in the trilogy, III, Vice City and San Andreas. Get It:Download the compiler, or compile it yourself. Download VSCode and the extension (read the instructions). Download the debug server... ehh.. not yet. It's dangerous to go alone, take this:Learn GTA3script in Y minutes GTA3script at GTAModding GTA3script Complete Tutorial (PT-BR) GTA3 Multifile Source Code Quick Vehicle Spawner Source Code Special Thanks: Wesser for immensurable help in understanding the language, its principles and its future. Deji for his previous research and attempts at making a working compiler. Junior_Djjr and Silent for testing and feedback. I would also like to thank a certain company, without their slips, this wouldn't be possible.
  9. Junior_Djjr

    Junior_Djjr's Workshop

    GTA Annual Awards 2019 Winner Best Workshop: here Best Script or Plugin: VehFuncs Most Helpful Modder: me ------------------------- Can I introduce myself? I'm Valdir da Costa Júnior (Junior_Djjr / Djjr) from Brasil, Ibitinga - São Paulo. I create mods for games since 9 years old (more than a decade); since my cool Windows 98 without internet access. Even before I knew mods I was already modding GTA San Andreas, in 2010. In February of 2011 I had internet access, I started to dig deeper into GTA mods, created a blog (MixMods.com.br) and the following month I had 500 views a day. Currently having 1 million monthly. I'm game modder, indie game developer, music producer, designer, and something like that... Lover of technology, sciences, music etc. About mods for GTA San Andreas, I create really anything - but not organic modeling (skins/peds/clothes). I've always liked to modify and create new things since I was a child... so I really like what I do. The Workshop Before, I never bothered to divulge my mods in different countries. Sorry for almost everything post is written in portuguese, but Google Translator does a good job in portuguese-english. There's a translator widget in my blog. And now I always include a readme file also in english. I'm always open for new mod ideas, but try to say just simple and really creative things, remember that I always have big projects to do so I can't stop them to dedicate to something new. I'm just one person. And don't say "do when you have time", I'll never have free time. The List "Featured:" [by relevance] - Major mods. "Common:" [by most recent] - Normal mods. "Fixes / Minor contributions:" [by most recent] - Mods that I contributed just a bit or I fixed bugs/crashes, because I believe modding is free and everyone can fix the error of others. "Very old" [by most recent] - Please don't expect anything amazing... I did a long time ago. May be a sh*t.
  10. Alexander Blade

    [ANDROID] CLEO ANDROID

    From now on please consider using store version of CLEO CLEO GOLD CLEO III CLEO VC CLEO SA CLEO Gold features CLEO for GTA III, GTA VC and GTA SA in one app and already has lots of scripts for GTA San Andreas inside, this is the way you can support CLEO developer. If anyone have bugs with CLEO don't hesitate to write it here or PM me , if you are unregistered user then register and write it here as well , I'm looking forward improving compatibility ! CLEO ANDROID Read everything before trying ! And don't quote the whole post ! Tested only on Android 4.0, 4.2, 4.3, 4.4 and 5.0 ! Installation Make sure that you have rooted Android device (SU installed) Make sure that CLEO supports your GTA, you can check game version in Settings->Apps of your Android device. Supported versions are: GTA 3 v1.4, v1.6 GTA VC v1.0.3, v1.0.6 GTA SA v1.0.0, v1.0.2, v1.0.3, v1.0.5, v1.0.6, v1.0.7, v1.0.8 If you have previous CLEO version installed then you need to open the app, press Uninstall in order to remove CLEO from the game and then delete the app Install cleo.apk, if installation isn't possible then you need to enable Unknown sources in Settings->Security Launch installed app and when root request dialog occures grant an access Using the app you can Install and Uninstall CLEO from any GTA game individually, before doing this press Check in order to determinate possibility of installation. If install isn't possbile then probably you have unsupported game version If check succeeded then press Install If install succeeded then you should try launching the game. In GTA 3 and GTA VC standard "Touch to continue" label should be replaced with CLEO build info, in GTA SA build info should be shown in the text box just right after going ingame On some devices after reboot CLEO library (not the app) must be installed again Scripts First of all you should know that a lot of PC CLEO *.cs scripts can't be launched with CLEO Android because they are using PC opcodes and PC orientated controls. Any PC script must be manually checked and rewritten if needed in order to be used on Android. CLEO Android is using *.csa script extension, you can compile and decompile it with Sanny Builder like PC *.cs scripts, additionaly CLEO Android is using *.csi script type, the only difference between *.csa and *.csi scripts is that *.csa scripts start just after the game loads and *.csi scripts only when user invokes them via ingame script menu, see below for the detailed information regarding script menu. Script installation Once the game app is launched CLEO looks for the scripts in the folder which is one level up from the game saves directory, for example let's see what folders GTA San Anreas is using on my Android phone, note that it may be different with your device For me saves are located at: > /storage/sdcadrd0/Android/data/com.rockstargames.gtasa/files/ CLEO scripts and accompanied files must be copied to: > /storage/sdcadrd0/Android/data/com.rockstargames.gtasa/ In order to install scripts copy all files from the /scripts/gta**/ folder of this distrib to the directory described above. Script menu Lots of CLEO scripts on PC are using keyboard and it's not a big deal to find some unique key combinatoin which won't be used by any other script, but when it comes to an input limited by a touchscreen other ways must be used, thats where CLEO script menu takes a place. Note that only *.csi scripts appear in the script menu. There are two ways of activating script menu: - hardware menu button press until menu is shown - touchscreen center slide from top to bottom (from touch point #4 to #6) Script menu controls description involves touch points, you can read about CLEO touch points in the section below. In order to select desired script touch center-top (touch point #4) or center-bottom (touch point #6), this will move active row up or down, use center (touch point #5) to start the script, if script is still running then it won't be launched. While installing more *.csi scripts menu capacity grows with adding new menu pages when needed, you can switch between menu pages using left-center (touch point #2) and right-center (touch point #8) points. Menu can be closed by touching any other touch point which is not listed above or using menu button. Touch points CLEO touch points is the CLEO engine implemented touch detection system which can be used via CLEO Android additional opcodes. It divides touchscreen into 9 parts called touch points which can be used to detect timed slides and touches Touch point ids and names Videos CLEO Script Menu with the cheats script and the car spawner (with marked touches) http://www.youtube.com/watch?v=ml8qxA3hHuQ Download cleo.android
  11. Fire_Head

    Achievements System

    Achievements System This mod adds 29 achievements for GTA 3 and 34 for GTA VC, which is similar to the PS4 version. List of achievements: GTA III GTA VC Supported game versions gta3.exe v1.0. gta3.exe v1.1. gta3.exe v1.1 Steam. gta-vc.exe v1.0. Download GTA 3: http://www.mediafire.com/?43b6dd7yogwo67q required CLEO v2.0 GTA VC: http://www.mediafire.com/?0ardjx8byaoef9z required CLEO v2.0
  12. ThirteenAG

    Windowed Mode

    Windowed Mode plugin (for GTA3, VC, SA) Originally created by maxorator as part of Maxo's Vehicle Loader for Vice City, this plugin starts the game in windowed mode. Download Installation 1. ASI Loader is required. If you don't have it, just install Widescreen Fix, ASI Loader comes with it. 2. Unpack III.VC.SA.WindowedMode.asi and (optionally) III.VC.SA.CoordsManager.exe to scripts folder, or modloader folder. 3. Start the game. Supported executables gta3.exe v1.0, gta-vc.exe v1.0, gta-sa.exe v1.0 Hotkeys * Alt-Enter: Toggle between borderless-fullscreen and windowed mode * Ctrl-Enter/Shift-Enter: Toggle border/menu * Ctrl-Alt: Toggle mouse cursor * If border is activated, you can resize the window with the mouse Known issues * If SilentPatch is installed, you won't be able to move mouse cursor while in-game. Enter main menu before activating mouse cursor. * In San Andreas, mouse cursor is not visible. Credits * maxorator Screenshots Download
  13. San Andreas PS2 vehicles: While working on ps2refl I noticed how bad the PC vehicle models looked with it. They have many errors in their reflection information so I converted the PS2 DFFs to PC files. Enjoy these much better models. EDIT: the old conversion was wrong as well. Finally you get correctly converted models: http://aap.papnet.eu/gta/ps2_vehicles_sa.zip Notes: - This package only contains the vehicles from vehicles.ide, no cutscene cars or upgrade parts - They should be used with SkyGfx (due to the dual pass I implemented, make sure you enable it for vehicles), otherwise you will have alpha problems (e.g. the hydra's glass will be invisible). - They are not straight conversions but I gave them the PC collision data so you can still use them with stencil shadows. Vice City PS2 vehicles: Load with 'CDIMAGE MODELS\VEHICLES_PS2.IMG' in default.dat or gta_vc.dat. The most noticeable difference are some different body textures(the admiral for instance) and stronger reflections. Use SkyGfx to get accurate PS2 reflections. http://aap.papnet.eu/gta/ps2_vehicles_vc.7z III, Vice City Xbox vehicles: Exact 1:1 conversion of all vehicles and wheels: http://aap.papnet.eu/gta_/xbox_vehicles_iii.7z http://aap.papnet.eu/gta_/xbox_vehicles_vc.7z
  14. direct

    direct's Workshop

    direct's Workshop I make SA-style and IV-style vehicles - edited vanilla cars, from scratch or from other games. Decided to open a workshop to release them here. @Crack Yo' Neck and @savidgehelp me with the mods because blender 2.8 doesnt work on my PC. Released vehicles GTA San Andreas GTA IV
  15. The Hero

    Debug menu

    The last week I've been working on a nice little plugin: An in-game menu for III, VC and SA to tweak values and execute commands from within the game. The menu itself is completely empty by default. Other mods have to load it and fill it with whatever they like. Just so this thread isn't too boring I also wrote some nice little mods that make use of it. SkyGFX and sharptrails also expose their settings via this menu now. To install just put the debugmenu.dll into the root game directory. DO NOT rename this file, otherwise other mods won't find it. The module is not loaded by any dll/asi loaders, that would be pointless because it is empty. The individual mods that use it load it. You can get the menu here: https://github.com/aap/debugmenu/releases/ The debug mod has the following general features (different in each game, read the readme): - debug camera (original R* leftover in III made usable from the keyboard and ported to VC and SA) ( )- save and load camera positions and time & weather - standard game cheats in the menu (not for VC, the cheats are awkward to call there, maybe in the next version) - vehicle spawner with some "interesting" vehicles for quick acccess - change time and weather - change some player stats - COL renderer for III - lots of postfx settings in SA Get it here: https://github.com/aap/gtadebug/releases/ And have a screenshot: Some information for programmers: If you want to make use of this, check out the readme at https://github.com/aap/debugmenu and in particular the header file which you will need to include: https://github.com/aap/debugmenu/blob/master/debugmenu_public.h In this first version of the mod I have not yet settled on a 100% definitive API. So please be aware that later versions of the debug menu may be incompatible with earlier ones. I hope this will not happen but I can't promise. If you have suggestions for functions which you would like to see, tell me. Right now I haven't implemented anything that I didn't need, but a more complete and more flexible API would be nice of course.
  16. Rockstar Audio Tool Rockstar Audio Tool allows you to edit sound archives from R* games such as GTA (PC) GTA2 (PC) GTA3 (PS2, XBOX, PC) GTA VC (PS2, XBOX, PC) GTA LCS\VCS (PSP,PS2) Manhunt (XBOX,PS2,PC) Manhunt 2 (PC) Other files: ADF (GTA VC) Can be converted to MP3 and vice versa. Rebuilding is supported for all games. List files (.lst) allow to reuse original folder structure which R* might have been using to build their archives, they exist for Manhunt (PC) and GTA3 (Mobile). If you don't have a .lst file, default name is "sound+ID+.wav". Requirements: WAVE sounds are required to be mono, stereo is not allowed Manhunt 2 requires ADPCM sounds encoded using supplied XboxADPCM VAG sounds need to be VAGp format. Download
  17. Ash_735

    Ash_735's Workshop

    Welcome to my Workshop, the thing I've put off making for quite some time but NO MORE! This will be my scrapbook area, a place where I can share weird tests and complete ideas that I've carried out. Now, if you've noticed me in the past there is one thing you'll know, and that is that I take quality and original atmosphere intent SERIOUSLY, here you'll find mods that have either been converted, repacked or re-purposed from other Rockstar Games, bringing the best quality from all across the board right back to the PC versions of these games! Maybe you'll also see content by me improving subtle visual effects here and there to? Who knows? I've worked on a lot over the years and I'll be going through old hard drives finding content and seeing what I can bring up to date and make fit for download for all of you to enjoy. Feel free to make suggestions and we'll see what we can do but do. Remastered Mobile GTA3 Background Restored LIPS 106 Remastered Vice City Menu Background Mobile RADAR Map Textures Remade Mission Gradient Texture Mobile RADAR Map Textures Remastered San Andreas Menu Background SteamGridDB Uploads
  18. Deere

    VC Themed SA Weapon Icons

    WHAT: VC Themed SA Weapon Icons. Need I say more? WHY: Because, why not? WHERE: Get it here: Download, txd, bonus
  19. Staunton Assassin

    Gangster Walk Fix

    Gangster Walk Fix by The Eddo About: "This rifle is heavy. I think I should HOLD IT WITH TWO HANDS WHILE STANDING, WALKING, RUNNING AND SPRINTING?! WHEN DID I LEARN TO DO THAT?! WHAT IS GOING ON IN HERE?!" - MALE01 Up until now, in the modding history of GTAForums, you had seen Gangster Sit Fix, you had seen Gangster SWAT Fix. And now, there is a new fix in the town: The GANGSTER WALK FIX! What is this Gangster Walk Fix, you might be wondering? Well, III, VC, SA and LCS have this one annoying issue in common that was overlooked by R* North for many years: When the player wields a weapon, the appropriate one-handed or two-handed movement animations intended for the weapon are used. But when a pedestrian wields a weapon, no such thing ever happens at all. The pedestrians just stand, walk, run and sprint as if they are wielding nothing. Thankfully, R* Leeds noticed this issue and fixed it in VCS. But while R* began to fix it from VCS onwards, it remained in the previous GTA games and caused lots of inconsistency. One day, in attempt to fix this issue, I decided to take a bit of code from one of Junior_Djjr's modifications to create a CLEO script for SA for my own personal use. When I tried the test script out, the end results turned out to be pretty well and I decided to release the script to the modding community as a modification. At first, this modification was intended to be exclusive to SA only, but then I realized that this issue is present in III and VC as well. After this, I decided to be generous and I went ahead to port it to other games too. So, not only this modification is available for SA, but it is also available for III and VC. Features: You should not ever really need to read this section because of the "About" section above. But, uh- For whatever reason you see fit, I will just leave it here so you can read it. * There is complete, proper and full support for III, VC and SA. However, there is a separate script for each game. * The pedestrians now use the exact same movement animations used by the player when wielding certain weapons. * If a pedestrian stops wielding a weapon that caused his or her walkstyle to change, the pedestrian's default walkstyle will be restored. * The modification works on all pedestrians. This includes game-created pedestrians, script-created pedestrians and even customized pedestrians that were added into the game. * Compatible with any external modifications that can possibly modify the original and existing movement animations of the game. * Due to the two-handed movement animations preventing the ability to sprint to work, the pedestrians no longer have the advantage of sprinting while wielding two-handed weapons. * Any movement animations are only applied once on each pedestrian, but this happens only if it is different from the previous one. * All movement animations have been covered in this modification, including the one-handed "handgun" movement animations in III and VC. * There are basically no issues in the modification. It is completely flawless. There are absolutely no issues except for the ones listed in the "Known Issues" section below. Known Issues: "Oh no! It has two game engine-related flaws that are nothing to fear and no one will ever care about these issues anyway! QUICK, RUN FOR YOUR PIXELATED, LOW-POLY LIVES!" - MALE01 Due how movement animations apply on pedestrians. The pedestrians will have to move, if stopped, or stop, if moving, to have their movement animations applied on them properly. In III and VC, any pedestrians that follow the player automatically have their movement animations changed to the one used by the player when wielding nothing. All of the aforementioned issues occur because of the way the game engines of III, VC and SA work. Still, despite being impossible to fix, they should have no effect on gameplay. Installation: This section contains everything you need to know about the installation of this modification. The instructions for each game are split into separate sections for easier reading. If you wish to install this modification on III: First of all, you must have the US v1.00 of "gta3.exe", with exactly 2,383,872 bytes, because it is REQUIRED for this modification to work. First, download and install the latest version of one of the two .ASI/.DLL loaders listed below: Ultimate .ASI Loader from https://www.github.com/ThirteenAG/Ultimate-ASI-Loader/releases Simple .DLL Loader from http://www.gtaforums.com/topic/894847-simple-dll-loader Then, download and install the latest version of CLEO Library for III from https://www.cleo.li And finally, place the provided "CLEO" folder, the one located inside the "For III" folder, into your III directory. If you wish to install this modification on VC: First of all, you must have the US v1.00 of "gta-vc.exe", with exactly 3,088,896 bytes, because it is REQUIRED for this modification to work. First, download and install the latest version of one of the two .ASI/.DLL loaders listed below: Ultimate .ASI Loader from https://www.github.com/ThirteenAG/Ultimate-ASI-Loader/releases Simple .DLL Loader from http://www.gtaforums.com/topic/894847-simple-dll-loader Then, download and install the latest version of CLEO Library for VC from https://www.cleo.li And finally, place the provided "CLEO" folder, the one located inside the "For VC" folder, into your VC directory. If you wish to install this modification on SA: First of all, you must have the US v1.00 of "gta_sa.exe", with exactly 14,383,616 bytes, because it is REQUIRED for this modification to work. First, download and install the latest version of one of the three .ASI/.DLL loaders listed below: Silent's .ASI Loader from http://www.gtagarage.com/mods/show.php?id=21709 Ultimate .ASI Loader from https://www.github.com/ThirteenAG/Ultimate-ASI-Loader/releases Simple .DLL Loader from http://www.gtaforums.com/topic/894847-simple-dll-loader Then, download and install the latest version of CLEO Library for SA from https://www.mixmods.com.br/2014/02/Livraria-CLEO.html And finally, place the provided "CLEO" folder, the one located inside the "For SA" folder, into your SA directory. Installation Notes: Remember to place each provided "CLEO" folder with all of it's contents still present inside it. Otherwise, the game will not load the modification at all. To install CLEO Library, place the "III.CLEO.asi"/"VC.CLEO.asi"/"CLEO.asi" file and the "CLEO" folder that comes in the download into your III/VC/SA directory, respectively. In order to use CLEO Library, you must have an .ASI loader installed into III, VC and SA. Otherwise, the game will simply not load CLEO Library at all. If you chose to install the Simple .DLL Loader, you will have to rename the "III.CLEO.asi"/"VC.CLEO.asi"/"CLEO.asi" file to "III.CLEO.dll"/"VC.CLEO.dll"/"CLEO.dll", respectively. Also, you will have to add a path to the "III.CLEO.dll"/"VC.CLEO.dll"/"CLEO.dll" file into the "dlls.cfg" that comes with the Simple .DLL Loader. One important thing to remember is that Silent's .ASI Loader can be loaded by SA only while the Ultimate .ASI Loader can be loaded by almost any game. Another important thing to remember is that Silent's .ASI Loader does not work on the Rockstar Games Launcher version of SA. You will have to use the Ultimate .ASI Loader instead. Alternatively, you may also use Mod Loader to install this modification. You can download and install it from here: http://www.gtaforums.com/topic/669520-sarel-mod-loader Simply install Mod Loader, create a new folder inside the "modloader" folder, name it "Gangster Walk Fix" and place one of the three provided "CLEO" folders into it. Again, remember to place whatever provided "CLEO" folder you choose with all of it's contents still present inside it. Otherwise, the game will not load the modification at all. DISCLAIMER: Okay, everyone, please kindly read this section before you move on. It is VERY important and it is all for the better of this modification in the end anyway. This modification is supposed to be available from GTAForums and MixMods ONLY. They are the ONLY official places where you can obtain this modification. Please kindly DO NOT redistribute or reupload this modification outside of GTAForums and/or MixMods. Also, no commercial profit shall ever be made from it. Unauthorized redistribution and/or reuploading of this modification is VERY strictly prohibited and must NOT be done at all no matter what ever happens. Moreover, modifying this modification and/or claiming it as your own work is also VERY wrong. DO NOT steal this modification. If you find this modification anywhere other than GTAForums and MixMods, report for a stolen modification at the website where you found it and have it taken down from there. I hope you understand, agree and comply with this disclaimer completely. Thank you very much. Credits: Okay, so finally, it is the time for that very long-awaited "Cookie Dedication" time! YAY! FREE COOKIES FOR ALL! The milk, however, is on @Kalvin though... Coding snippets for checking for pedestrians, restoring the pedestrians' default movement animations and checking for the pedestrians' movement animations - @Junior_Djjr Reference of "animgrp_iii.dat" to figure the correct ID numbers for the movement animations in III and author of the Simple .DLL Loader - @The Hero Memory addresses for the game's camera position in VC - @spaceeinstein Memory addresses for the game's camera position in III and author of the Ultimate .ASI Loader - @ThirteenAG Author of Gangster Sit Fix, the original "inventor" of the "Gangster (insert whatever here) Fix" series and author of Silent's .ASI Loader - @Silent Author of Gangster SWAT Fix - @Reyks Author of the "GET" button - @B_Smiles Fixing the movement animations in VCS for once - R* Leeds The rest of the modification - @The Eddo GET Non-button version of the download link, just in case if the "GET" button does not work or you simply do not want to use it: http://s000.tinyupload.com/index.php?file_id=15896551457520277368
  20. Staunton Assassin

    Staunton Assassin's Workshop

    Staunton Assassin's Workshop Introduction Hello and welcome to my workshop! Here, in this database, you may find some, if not all, of the modifications I have created so far. Grand Theft Auto III Grand Theft Auto: Vice City Grand Theft Auto: San Andreas Max Payne Max Payne 2: The Fall of Max Payne Fanfiction DISCLAIMER All modifications were made by me, Staunton Assassin. Remember, the use of any of my modifications in your own modification is strictly prohibited without my written, explicit permission. Moreover, distribution of my modifications outside of GTAForums is also strictly prohibited and no permission will ever be granted for that.
  21. Fire_Head

    ParticleEx

    III Features VC Features Comparisons Supported game versions gta3.exe v1.0. gta3.exe v1.1. gta3.exe v1.1 Steam. gta-vc.exe v1.0. gta-vc.exe v1.1. gta-vc.exe Steam. Installation Just copy ParticleEx.asi, ParticleEx.ini and ParticleEx folder to your scripts directory UAL is required to run the mod. debugmenu is recomended. For Steam version only For modloader only 2dfx changelog Download III Download VC
  22. erorcun

    LCS PSP Snowfall Port - r2

    LCS Snowfall Port Hey! Here is a christmas gift for GTAForums! Me and many people always wanted to see LCS PSP snow in other GTA games, and after @Noskillx asked me if I would do it, I decided to port it. So, here we are. Although since snowy weather isn't included in weather cycle even on PSP, I had to add some option to bind the snow-fall effect to some weather type or a key. You can find the all possible options in LCSSnow.ini. By default you can switch between snow modes via F8, but you can change that from there. I will simply put the whole INI file here, since it already has all the informations I would give here. Screenshots SA https://streamable.com/rdszt III VC Download The .asi and .ini files should lie in the same directory. You can use any ASI/DLL loader you want, or just don't use one and put it to root folder, in-game ASI loader will handle it. r2 Only for III/VC/SA 1.0 EXEs. Changelog: SA support! Rain fixed A XP bug is fixed (this is last time I fixed something on XP) https://github.com/erorcun/LCSSnow/releases/tag/r2 Old releases: Source code https://github.com/erorcun/LCSSnow Thanks to @Noskillx for testing. Would you like to send me a christmas gift too? You may consider donating now via one of the options below Merry Christmas and Happy New Year!
  23. "GTA Chars And Anim Helper" v0.91 Open Beta For those who not very interested in all of this but wonder what is that sh*t from the title picture above ^^^ - it's just one experimental mod. I don't know when it comes out, sorry. But now you can do the same things with "GTA Chars And Anim Helper"! Or any other dope stuff. Combine it with CarRec and you'll get something like Quantum Break plus Uncharted plus Resident Evil plus [insert your Favorite Game]. Now, if you're interested... This is the MaxScript for Autodesk 3ds Max. Description: "GTA Chars And Anim Helper" gives you the ability to skip some boring moments of skinning and animation of the characters for GTA: Vice City and San Andreas. SOME options potentially can be used for GTA 3/4/5 modding, or other games. Installation: Just place "GTACharsAndAnimHelperBeta.ms" into your "3dsmax/scripts" folder. How to use: Point to any button with the mouse cursor to see some extra info. That's all, dudes. Ok, here's the extended description for these buttons: "Char Helper":
  24. The Hero

    Real time clock

    So Kristian. asked in the SkyGFX thread about a real time clock (http://gtaforums.com/topic/750681-skygfx-ps2-and-xbox-graphics-for-pc/?p=1069100931 ). Here it is (source included): http://files.rockstarvision.com/realtime.zip Works with III/VC/SA 1.0. It keeps the clocked synched to the system time so to change the time in the game you have to change your system time. Weather logic has not been changed so i guess it will take quite a while for the weather to change. Have fun
  25. The Hero

    WebGL Vehicle viewer

    This weekend I decided to play a bit with webgl and javascript and write a little viewer for GTA models. It should be able to load most dff files (native geometry NOT supported), textures are loaded like <img> elements by the browser. To make it a bit more interesting I implemented a little parser for IDE files and carcols.dat and made this vehicle viewer for III, VC and SA: http://gta.rockstarvision.com/vehicleviewer/ As for the code, it naturally only implements a small subset of RenderWare and perhaps it should be made a bit cleaner. It was mostly meant to be a proof of concept, but feel free to use and adapt it for you purposes. Hope you like it. Screenshot: BUGS: - due to name clashes some textures are not what they should be. (black64 &c.) - HTML and CSS are hard, so that part sucks a bit
×
×
  • Create New...

Important Information

By using GTAForums.com, you agree to our Terms of Use and Privacy Policy.