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Found 30 results

  1. 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
  2. LINK/2012

    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
  3. 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
  4. 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. - - - - - - - - - - - - - - - - - - I am putting a lot of effort making sure that my projects meet the high quality requirements. That takes a significiant amount of work. If you like any of my projects, please consider making a donation. And keep on looking for what projects the future might bring. Download Follow http://fastman92.com - - - - - - - - - - - - - - - - - - What can be done with this limit adjuster? Author: dkluin ////////////////////////////////////////////////////// See the old GTA SA ID limits: http://gtaforums.com/topic/504006-rel-carcolsdat-unlim/?p=1061221494 Log file: Starting Limit Adjuster 0.5 by fastman92New ID limits:0 - 25599 (25600) - DFF models defined within IDE files25600 - 31099 (5500) - TXD archives.31100 - 31599 (500) - COL collision archives.31600 - 31899 (300) - IPL Binary IPL files.31900 - 31963 (64) - DAT files limited to nodes*.dat31964 - 32163 (200) - IFP animation archives.32164 - 32663 (500) - RRR car recordings, carrec*.rrr files32664 - 32762 (99) - SCM scripts32763 - 32764 (2) - Loaded list32765 - 32766 (2) - Requested list32767 - count of all file IDsAddresses:CStreaming__ms_modelInfoPtrs: 0x181B770CStreaming__ms_aInfoForModel: 0x3640020CAnimManager__ms_aAnimBlocks: 0xB5D4A0CVehicleRecording__StreamingArray: 0x97D880CTheScripts__StreamedScripts: 0xA47B60Modified limit IDE:cars section to: 500Game closedThe only ID limits that can't be adjusted: DATLoaded listRequested listLimits were patched with my new set of tools to hack limits flawlessly and find all relations and references that make a limit. Therefore you can trust 99% there's no single error when limit is patched. Although there's one drawback - old ASI plugins and some CLEO scripts won't work as they still point to old arrays and use default number of indexes for file types. Important ASI plugins will soon be patched to work properly with ID limit adjuster. ---------------------------------------------------------------------------------------
  5. 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
  6. "GTA Chars And Anim Helper" v0.9 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": "Anim Helper": "Bone Hierarchy Conversion": "Info": And now - that's all, dudes. Oh, wait... DOWNLOAD I don't know, what's wrong with GTAGarage(can't submit any file), so it's temporary hosted on my site. In addition 1 - GTA 3 animations: In addition 2 - Cutscenes:
  7. Junior_Djjr

    Junior_Djjr's Workshop

    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.
  8. 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 Remade Mission Gradient Texture Mobile RADAR Map Textures Remastered San Andreas Menu Background
  9. ThirteenAG

    Project2DFX

    LATEST RELEASES HERE - http://thirteenag.github.io/p2dfx This post will be updated later.
  10. 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 im too lazy to get blender 2.8. Released vehicles GTA San Andreas GTA IV
  11. 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.
  12. 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
  13. 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
  14. 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
  15. LINK/2012

    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.
  16. The Eddo

    Gangster Walk Fix

    ----------------- Gangster Walk Fix by The Eddo ----------------- About: "After eighteen, seventeen, and fifteen years of walking like a gangster with a rocket launcher in one hand, it was time to hold it properly." - MALE01 Up until now, in the modding history of GTAForums... you saw Gangster Sit Fix... you saw Gangster SWAT Fix... but ever saw Gangster Walk Fix? Well, now here it is! It always kinda bugged me how the peds don't use the proper walkstyles that are used by the player when holding certain weapons, it is so "inconsistent". So, with a little help from my man Junior_Djjr at MixMods.com.br, I've formulated a rather sticky little fix for the one-handed "gangster" style of walking with large weapons. This plugin changes the peds' walkstyles accordingly to match the one used by the player when wielding the appropriate weapons. At first, I made it for SA only. But then I decided to be generous and went ahead to port it to other games too. So, not only this modification is available for SA, but it's also available for VC and III! Screenshots: They say pictures are worth more than a thousand words, so here you go: Features: You shouldn't ever really need to read this. But, uh- whatever. * Support for III, VC and SA. But there is a separate script for each version. * SA version exclusively has compatibility with all EXE versions, due to no memory addresses involved. * Compatible with any modifications that modify the animation groups. * Works on all SCM-created and internal EXE code-created peds. * Faithful replication of the player's walkstyles, including "1armed" and "BBBat" walkstyles. * Almost completely bug-free. Known Issues: "Oh, no! It has some flaws!" - LOL, relax. Due to the way the opcodes work, the walkstyles might not be applied on some of the peds sometimes. But the walkstyles will apply on all peds, eventually. In the VC (and probably III) version, peds that follow the player strangely have their walkstyles auto-changed to the "player" walkstyle (game bug). Once a ped's walkstyle is set, it won't change. But theoretically, it might change if the same ped's weapon is changed to another one that also causes the walkstyle to change. Any peds caught by the plugin are not released from the memory after applying walkstyles, because it was causing the peds created by other scripts to walk away. The III version is completely untested because I don't have III. But it should work, judging by the way I've coded it. A Dazz joypad is of no use here. Installation: This section contains everything you need to know about this mod's installation (duh). ---- For III: ---- 1. Download and install the Ultimate ASI Loader from github.com/ThirteenAG/Ultimate-ASI-Loader/releases. 2. Download and install CLEO for III from cleo.li. 3. Put the provided "CLEO" folder, the one located inside the "For III" folder, into your III directory. ---- For VC: ---- 1. Download and install the Ultimate ASI Loader from github.com/ThirteenAG/Ultimate-ASI-Loader/releases. 2. Download and install CLEO for VC from cleo.li. 3. Put the provided "CLEO" folder, the one located inside the "For VC" folder, into your VC directory. ---- For SA: ---- 1. Download and install Silent's ASI Loader from gtagarage.com/mods/show.php?id=21709 or the Ultimate ASI Loader from github.com/ThirteenAG/Ultimate-ASI-Loader/releases. 2. Download and install CLEO for SA from cleo.li. 3. Put the provided "CLEO" folder, the one located inside the "For SA" folder, into your SA directory. Installation Notes: Make sure to put each provided "CLEO" folder with all it's contents still in it. To install CLEO, put the III.CLEO.asi/VC.CLEO.asi/CLEO.asi and the "CLEo" folder that comes with into your III/VC/SA directory, CLEO requires an ASI loader to run. To install the Ultimate ASI Loader, put the dinput8.dll that comes with it into your III/VC/SA directory. Silent's ASI Loader already comes with proper instructions. One important thing to remember is that Silent's ASI Loader only works for SA, while the Ultimate ASI Loader works for almost any game. Credits: Finally, the "Cookie Dedication" time! "Continuous pedestrian check" code snippet - @Junior_Djjr "Animgrp_iii.dat" reference - @The Hero Camera position memory addresses for VC - @spaceeinstein Camera position memory addresses for III - @ThirteenAG Author of Gangster Sit Fix and original "inventor" of the "Gangster Fix" series - @Silent Author of Gangster SWAT Fix - @Reyks The rest of the mod - @The Eddo GET Non-button download link (in case if the GET button doesn't work): http://s000.tinyupload.com/index.php?file_id=95465543821739724689
  17. ermaccer

    [Manhunt] PluginMH

    PluginMH, the very first Manhunt plugin that is not a widescreen fix! FEATURES: Debug Mode hotkey (F1/2) Save position hotkey (F10) Screenshot Mode Play in First Person Mode (unfinished) Customize colors of the game (HUDs and stuff *) and more! http://www.mediafire.com/file/pmvriwbtdco6jq7/PluginMH.7z <- Download, because bbcode is dead INSTALLATION Requires Ultimate ASI Loader, should work with Simple DLL Loader too. Extract pluginmh.asi and pluginmh folder to scripts or root folder of Manhunt. Check out Settings.ini for available features. Thanks to ZT for help with testing! *not all colors researched **plugin still under development
  18. 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
  19. LINK/2012

    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.
  20. CharlesVercetti

    Advance™ HQ Weapon Icons

    The Starting Point. Note: The following text is actually a direct narration of Mr.Mike. This is a modification for any of the GTA games,to bring our 2D,8-bit quality weapon icons in high quality.As our own resources are not modifiable into better quality ones and installed on the GBA,I decided to contact this Vercetti guy on making the weapon icons.I also saw a post in which he promised a member on releasing the HQ Weapon icons.I waited for nearly 3 years and after seeing no progress,decided to contact this guy. You can install his icons on any of the GTA games(not on 2D universe and in GTA Advance,of course.).There are totally 15 icons in this mod,plus one additional icon for Molotov cocktail as he was in doubt on designing the icon. While you think about the similarities between original and the duplicate(This mod),you may notice some differences.It is mainly because of our world,in which everything is 8-bit,including me. Here are the links for downloading the mod.If you support the mod,don't forget to press "Like This" button.Otherwise,Vinnie might rise from death again. AdvanceHQWIcons.zip | Mediafire | GTAGarage
  21. 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
  22. Grinch_

    IDE/IPL Sorting Scripts

    IDE/IPL Sorting Scripts It's about time I'm actually posting on this board.Anyway,these are two scripts, IDE Renumber Script IPL Sorting Script IDE Renumber Script - This first script just renumbers object ID's from IDE files. IPL Sorting Script - This second script sorts IPL ID's against IDE id's. I've made this script inspired by @X-Seti's one's here.The concept is totally same,just the implementation is kinda different.You'll need Python to run these scripts. These scripts also support processing multiple files at once and will also copy other data sections of IDE & IPL to new file by itself. Usage: --------- Just put files in their respective script folders and run. Download v1.0 r2 Download v1.0
  23. AdusPL

    Miara

    I'd like to present you my first car mod ever... The Miara. Based on Lamborghini Miura. Download: III/VC SA More screens: Credits: @The Hero - Xbox vehicles and .dff importer/exporter @CML99 - Yen sign on the roof Old screens:
  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. 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
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