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  1. 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
  2. CharlesVercetti

    [ASI/III/VC] Rectangular HUD / GTA V HUD

    What is this? A modification for GTA III and GTA Vice City, which adds rectangular radar and HUD elements based off the GTA V HUD! Versions: GTA Vice City: Rectangular HUD v3.0 (ASI plugins) GTA III: Rectangular HUD v1.0 ( ASI plugins ) Features: Rectangular radar similar to GTA V. Radar repositioned to bottom. Car/Location texts moved to bottom and are straighter and smaller. Time with phone. Weapon and Radio wheel. Dynamic money counter. Smaller text-box. Mission timers similar to GTA V. Fonts and Radar icons similar to GTA V. Download links: GTA Vice City: GTAInside (v3.2)(new!) Rectangular HUD v3.2 ASI (new!) Rectangular HUD v3.0 ASI Helper Guide to v3.0 GTA III: Rectangular HUD v1.0 ASI (new!) Screens: Installation instructions: Install ThirteenAG's Widescreen fix for Vice City/GTA III (link to the topic) Extract the contents using WInRAR/PeaZip, copy to main folder and play! Videos: Supporting this mod? Please click the "Like" button below the post!๐Ÿ˜
  3. _๐“๐“–

    Classic Axis: Visual Camera Improvements

    Classic Axis is a modification for "GTA: III" and "GTA: Vice City" that aims to bring a better visual camera behavior to the game with features that can be found in "GTA: San Andreas" and " GTA: Liberty City Stories" all this only to improve the end user gameplay experience. Features: Possibility to walk in 4 directions. Possibility to move camera both while "on foot" and "in a vehicle". Manual/Auto aiming the way "GTA: San Andreas" does it. And much more... Video: Download: Version 2.1 - for GTA: III and VC. Here Old versions:
  4. 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 Jรบnior (Junior_Djjr / Djjr) from Brasil, Ibitinga - Sรฃo 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.
  5. Winner of The Best Conversion in GTAForums Annual Awards 2017, 2018, and 2019 Grand Theft Auto Re: Liberty City Stories (or Re:LCS) is a "Remake" of Liberty City Stories on PC with GTA Vice City engine as its base for better feeling of the game compared to other 3D era GTA engine AND its what original Liberty City Stories game engine based off, Made by @Ryadica926 with contributions from the community for you. Remember, this mod (Re: LCS) is completely different mod from "LCS PC Edition" based on San Andreas. So, please don't call this mod just "LCS PC" or "LCS PCE" because it confuses some people. call this mod "Re:LCS" or "Re:LCS PC" for short. Discord Server MAP [x] commer (Staunton Island) [x] indust (Portland Island) [x] suburb (Shoreside Vale) 99% - As maybe there're some bugs left. PEDS All peds have their original voices from LCS. 100% - I don't think peds needs fixing. if you saw some peds 'deforming' in some cases (twisted legs or something), it's more of fault of animation system. VEHICLES Can't say for sure about the percentages, but they're work in general. still needs help on ferries. WEAPONS About 95% - Melee aiming system is still needs to be improved. MISSIONS Summary: Portland: 99% (with bugs/crashes that needs to be fixed). Staunton: 99% (same as above). Shoreside: 99% (also same as above). Side Missions: 93% Beta 5.0 Build 816 (Latest Public Build): DOWNLOAD HERE! Mirror Link As always, read the "Readme.txt" before installing the mod! Remember! this is NOT the final release, there are still a lot of things to do before I declare it as the final version. HQ Textures Pack for Re: LCS by @Ash_735 (Recommended!) VEHICLES https://www.dropbox.com/s/2j6sr62ar449mmw/to_GTA3PC.IMG.zip GENERICS + PARTICLE https://www.dropbox.com/s/2xeknqcg8ps51f5/to_MODELS.zip PICKUPS https://www.dropbox.com/s/ine0bzrrhf6ogjm/to_UNDERG.IMG.zip Some example pics: HQ Roads by @_ร†_ (Recommended!) https://gofile.io/d/lCIzg6 example pics HackMan128 RD4 Tomasak / George Costanza spaceeinstein _AE_ / Niko Belic 605 _AG sharpie_eastern Ash_735 Silent GTA LC Team ThirteenAG LINK/2012 The Hero / aap guard3 Sergeanur Fire_Head Nick007J juarez / Jason Statham / HackBoy Kalvin / ManDog SlyCooperGTA Verokster rayhan.theodorus Mr. Jago Guitarsingers TV Richard Abreu Dan Arnell Hey, It's Mr. Vee / Venom Supreme Midnightfox99 Paco / OGMoney Josh B. Dylan / Analogue / ITBTD Nullpo / Rakusai? Pawbro erorcun achilleas Alessandro Daniel Martins littlechangeyjr Sergiu Darron dengyawen supertas UnitedMel OG LOC Max Ylitalo rockerlalee / zoltan El Smokio Angel / Ruggio / El Barto Jacob Joshua Tianrui Marin Matkovic ThePlayaJam765 Geovany Sanchez Trippy Epix Gamez MysteriousCactus Kieran Milward Jimmy Sulari a cute halitosis zbyszek papiernia mik TheLuciano354 MrTongWah / Tong TommyHmilj Greg Thompson Kaela_Ferry German Gomez As always, give me @Ryadica926 a shout when you have assets here in this mod but not credited! Note: GTAForums aka this post, my YouTube Channel, this mod's Discord server and my Patreon page are the only 'official' place for downloading or getting the link for download of this mod. I won't support any build downloaded through other place that isn't mentioned above. not even moddb, as I never uploaded a single thing to moddb, even once. oh, and I never uploaded anything to libertycity.ru too, so beware! they (unofficial download links) may injecting some kind of malware to the mod and blame me for it!
  6. Son Of Big Boss

    SOBB's Vice City Beta Vehicle Arsenal

    Vehicle Status Front Rear Download Ambulance Done Picture Picture Here Admiral Done Picture Picture Here Banshee Done Picture Picture Here Blista GPX Done Picture Picture Here Bloodring Banger A Done Picture Picture Here Bloodring Banger B Done Picture Picture Here Bobcat Done Picture Picture Here Boxville Done Picture Picture Here Burrito Done Picture Picture Here Cabbie Done Picture Picture Here Cheetah Done Picture Picture Here Chopper Done Picture Picture Here Coach Done Picture Picture Here Comet Done Picture Picture Here Cuban Hermes Done Picture Picture Here Deluxo Done Picture Picture Here Enforcer Done Picture Picture Here Esperanto Done Picture Picture Here Faggio Done Picture Picture Here FBI Washington Done Picture Picture Here FBI Rancher Done Picture Picture Here Firetruck Done Picture Picture Here Freeway Done Picture Picture Here Gang Burrito Done Picture Picture Here Glendale Done Picture Picture Here Greenwood Done Picture Picture Here Hermes Done Picture Picture Here Hotring Racer Done Picture Picture Here Idaho Done Picture Picture Here Infernus Done Picture Picture Here Linerunner To do Lovefist Done Picture Picture Here Manana Done Picture Picture Here Maverick Done Picture Picture Here Moonbeam Done Picture Picture Here Mr. Whoopie Done Picture Picture Here Mule Done Picture Picture Here Oceanic Done Picture Picture Here Patriot Done Picture Picture Here PCJ-600 Done Picture Picture Here Perennial Done Picture Picture Here Phoenix Done Picture Picture Here Pizzaboy Done Picture Picture Here Police Cruiser Done Picture Picture Here Police Maverick Done Picture Picture Here Pony Done Picture Picture Here Predator Done Picture Picture Here Rancher Done Picture Picture Here Reefer Done Picture Picture Here Regina Done Picture Picture Here Romero's Hearse To do Sabre Done Picture Picture Here Sabre Turbo Done Picture Picture Here Sanchez Done Picture Picture Here Sea Sparrow Done Picture Picture Here Sentinel Done Picture Picture Here Sentinel XS Done Picture Picture Here Skimmer Done Picture Picture Here Sparrow Done Picture Picture Here Spand Express Done Picture Picture Here Speeder Done Picture Picture Here Squalo Done Picture Picture Here Stallion Done Picture Picture Here Stinger Done Picture Picture Here Stretch Done Picture Picture Here Taxi Done Picture Picture Here Top Fun To do VCN Maverick Done Picture Picture Here VCPD Cheetah Done Picture Picture Here Virgo Done Picture Picture Here Voodoo Done Picture Picture Here Walton Done Picture Picture Here Washington Done Picture Picture Here
  7. pinospin

    VCS Jet Ski {MVL}

    This is my Jet Ski converted from GTA VCS, with it's own animation and sound The Jet Ski in the video is WIP, so it's much slower than the current Jet Ski Unfortunately the Jet Ski currently have no spawn point, the ped riding it look awkward and forget about every motorcycle physics applied to the Jet Ski (no front firing, no ejecting after collision, ...) Download Link: http://www.mediafire.com/file/n6mkyr5wl21zk4x/VCS+Jetski.rar/file https://imgur.com/q5jIYvR https://imgur.com/Sin4TdW https://imgur.com/AFw4Jdn https://imgur.com/0FGXq7m
  8. Kelli King

    [VC] Remastered HUD Interface

    ABOUT A simple modification which aims to remaster the Menu Interface and Radar elements, giving them the same quality and visual aesthetic from the 10th Anniversary of Grand Theft Auto: Vice City and San Andreas. Every single icon has been upscaled into a higher resolution, replaced with different icons from other titles, and/or recreated from scratch which improves over the vanilla ones, such as the radar icons giving them the same quality as War Drum Studios' remaster. Compatible with ThirteenAG's IV Hud. REMASTERED ICONS Mission Contacts Property/Assets Shops Gang Contacts IN-GAME SCREENSHOTS DOWNLOAD https://sharemods.com/olbsn039fws6/VC.RemasteredHUD.zip.html TO-DO Add in the Cuban mission icon, apparently I don't know what the symbol is based on and its hard for me to recreate in scratch. Would be greatly appreciated if someone could help me find it. CREDITS @Ash_735 - SA Mobile HUD Icons @Emillister - VC Anniversary Menu Map War Drum Studios - Original textures
  9. Son Of Big Boss

    SOBB's Workshop

    Welcome to my workshop. Here you'll find lore friendly vehicle mods and accurate beta vehicle recreations for the classic GTA Trilogy. Some content is still under development, so the workshop will receive updates from time to time. If you want to support me you can donate a bit of money, I will appreciate any help granted. Become my Patron https://www.patreon.com/sonofbigboss Shoutout to Mr. Jago for his support as Patron Otherwise, if you want to donate using Paypal instead: Note: It is highly recommended, for better enjoyment, to install Silent Patch, and SkyGFX, as some of the mods need them, links can be found here MISC MODS BETA MODS MISC MODS MISC MODS
  10. spaceeinstein

    Potent Tear Gas

    Introduction Potent Tear Gas is a modification for Grand Theft Auto: Vice City utilizing the CLEO Library. In the standard PC version of the game, the tear gas weapon is unavailable and its effect is ineffective if you manage to obtain one. This mod replaces the grenade weapon pickup behind the VCPD HQ with the tear gas and allows the tear gas to be more potent. You can modify the potency of the tear gas by editing SETearGas.dat, a plain text file, and changing the decimal number in line 1. This mod uses the number 5.0 and the base game uses the number 1.0. Bonus feature: any law enforcers affected by the gas will increase your wanted level. You can toggle the bonus feature off or on by editing SETearGas.dat and changing the number in line 2. Use 0 for off and 1 for on. Installation Download the mod at GTAGarage. If you are unable to open SETearGas.rar, rename the file to SETearGas.zip. Download CLEO for Vice City at http://cleo.li/. From the CLEO download, copy VC.CLEO.asi into Vice City's folder. If CLEO.asi already exists in the folder, you must delete that file. From this mod download, place the CLEO folder containing SETearGas.cs and SETearGas.dat into Vice City's folder. This mod has been tested only on VC v1.00 US. Video Source Thanks to piko and Jitterdoomer for suggesting that the player should get a wanted level when using the tear gas, and Mugetsuga for suggesting an option to change the potency.
  11. Link2012

    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
  12. Fire_Head


    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
  13. Announcement: Wanted Level Editor version 1.03 for SaxVCxIII version 1.0 (published on 24.09.2020) - The code has been tested and appears to be stable, - Settings are adjusted for SaxVCxIII (all models are already set by zones): Vigilante missions for the obvious police vehicles (for example VC_BPOLICE) are automaticly enabled. Those you choose to put in the pursuit will have it as well. Since this is the 1st mod release for SaxVCxIII version 1.0 some mod features are not functional (they are present in the menu though). Also: Support for the latest version of GTA Underground (snapshot 3.3.11) available for download. Many mod features are not functional yet (although they are present in the menu). Here's the list of settings that do work: - ground vehicles and their occupants can be completely edited (including occupant weapons), - number of stars on the interface... This mod version is for testing purposes, unfinished and therefor unstable. Use it at your own risk. However it has been tested on GTA Underground snapshot Please report issues or bugs so I can speed up the work on the mod version. WANTED LEVEL EDITOR Go down for download links. - Wanted Level Editor is a mod which allows the player to edit a lot of stuff related with the Wanted Level while in game, - Originally it was build up in scm language, now in c++ environment by using plugin-sdk developed by DK22Pac All of the options of this mod are stored inside the xml file and they can be edited either through the in game menu: or directly within the xml file. List of new options which come with this mod version: - Ground vehicle occupants can be completely edited now. That includes skins and weapons: In this particular case we have 4 diferent cop skins inside the vehicle, altough they all have the same weapons but that can be changed too so that they can have 4 diferent weapons as well. Since you can have 6 diferent vehicles per star - that means you can have 24 diferent ped skins and 24 diferent weapons per star (6*4). Aircrafts and boats however do not have this extended option. - Vehicle occupants option has been extended as well (including aircrafts and boats). Besides the standard 1, 2 or 4 occupants, you can now have: a) TWO_OCCUPANTS_ONE_GUNMAN, b) FOUR_OCCUPANTS_ONE_GUNMAN, c) THREE_OCCUPANTS, d) TWO_OCCUPANTS_10_GUNMAN (requires limits exceeding), e) TWO_OCCUPANTS_4_GUNMAN (requires limits exceeding), f) TWO_OCCUPANTS_2_GUNMAN. - By selecting the "Other stuff" option from the start menu we have: To activate the menu use these keys: Projects used to build up this mod: - https://github.com/DK22Pac/plugin-sdk - https://github.com/leethomason/tinyxml2 Install instructions: - extract WantedLevelEditor folder to modloader folder of your gta san andreas directory. Note: Please remember that this mod puts already added vehicles in the police pursuit (it can not be used to add the new vehicles to the game itself), Once the vehicle is added - first you need to check if it works by using some car spawner and then use the Wanted Level Editor. To make the already added vehicle present in the police pursuit and have vigilante mission - use Wanted Level Editor. Wanted Level Editor v1.03 for SAxVCxIII Wanted Level Editor v1.02 for SAxVCxIII Wanted_Level_Editor v1.0 for GTA_Underground snapshot 3.3.11 Wanted Level Editor 2.15 for San Andreas (the latest) Wanted Level Editor for San Andreas v2.13 Wanted Level Editor for San Andreas v2.12 WantedLevelEditor for Vice City v2.7 [MVL Support] WantedLevelEditor for gta3 v2.1 WantedLevelEditor for gta3 v2.0 Source Code for gta3 (github)
  14. MrFinger

    [VC] Fixed Xbox Vehicles

    Many of us know that Xbox VC vehicles were done very poorly and had a lot of bugs. This mod aims to fix the bugs and make the vehicles look more polished. List of all vehicles and changes made to them: Screenshots: Download (reuploading to mixmods is strictly prohibited). Thanks to: @Matt1010 - For logo and suggestions. @Noskillx - For idea to make this mod, reports and suggestions. @Ash_735 - For HQ body textures.
  15. A mod which improves exponentially over the original IV HUD CLEO mod by ThirteenAG. Features: Customizability. The components on the screen, their positions, scaling and color can be easily modified through configuration files. Entire HUD is rebuilt to allow flexibility and realtime customization. New Health/Armor System similar to the system used in GTAIV Hud Mod by _AG. Allows painless customization, no need to recolor 400+ textures again. Phone, imported from Rectangular HUD and now houses mission timers in addition to clock. Smooth fading/hiding animations to Money and ammo, similar to GTA IV. GTA IV/EFLC wanted star style. GTA IV Radio HUD system implemented. Choose your favourite mode, IV/TLAD/TBOGT or classic GTA 3/VC and the color scheme and radar will change accordngly. Gameplay demo will be posted soon. Download: Widescreen Fix **necessary For perfect IV radar scaling and outlined text Ultimate ASI loader **necessary To load the plugins in the game process GTAInside (GTA III v1.0) GTAInside (GTA VC v1.0) Below are mirror links from Mediafire. IV/EFLC HUD GTA III v1.0 IV/EFLC HUD GTA VC v1.0 (Note: This is not the final version! Kindly report any bugs you have encountered. It will be fixed if possible.) Screenshots: Contributions: @peymank Changes to pager and phone : changed it to GTA V iFruit phone for both (optional) also changed the Pager to landscape phone
  16. Kalvin

    MC Tommy

    Recreation of the "MC Tommy" outfit, referenced in the game files. Download: http://www.gtagarage.com/mods/show.php?id=28176 Installation:
  17. SA & LCS Vehicle Camera Hi! I've ported the San Andreas vehicle camera to III... I don't think I need any further explanation to write here. Mods confirmed to be compatible ClassicAXIS (if you turn off vehicle camera from .ini file) First Person Mod by GeniuSZ III Aircraft (you can enjoy exact same SA camera while flying aircrafts!) GInput Controls Exact same as SA; except the binding(generally RMB) that disables mouse steering/flying and enables mouse to move camera for a moment. I'm open to suggestions for which key I should use for that. Is it really exact same SA camera, technically? Except collision detecting, yes. (There is also one more case for III, it doesn't have zoom values per vehicle types, so I emulated the VC / SA / LCS system.) SA collision detecting was incompatible with III / VC, so I've used the one from LCS. Also I've fixed the LCS bug that makes you see the inside of car if you really want it. Screens VC; III; With III Aircraft; https://streamable.com/exihn In car; https://imgur.com/a/mTWjnPD (Cam. clipping through car-road is fixed) Re:LCS; Downloads Currently only for 1.0 exes of III and VC; r6 Latest release Now you can use LCSCarCam.asi on III/VC or SACarCam.asi on Re:LCS! It detects whether you use Re:LCS and changes things according to that. That's why I changed the title to SA & LCS car camera. All these times I've thought zoom values wasn't for III/VC camera system, so I had adjusted them. But it turned out some crappy mod on my SA was manipulating how I see the things (specifically FOV on 4:3 and 16:9 was same). Now I've corrected the zoom values, which will make the view zoomed out a bit on widescreen. But you can correct it via debug menu. (This is also how it's been on PS2/PSP, since their FOV is untouched unlike our games with widescreen fixes.) I've added debug menu support, there are 5 options but I won't tell them here hehe. Fixed: Camera was clipping through bike model when you're on bike. Fixed for LCSCarCam: Alpha angle(up-down) was restricted on firetruck unlike LCS. Fixed: Original SA/LCS bug, you could still move camera up-down in drive-by (and it was buggy). Download: https://github.com/erorcun/SACarCam/releases/tag/r6 Old releases Source code: https://github.com/erorcun/SACarCam Thanks to All re3 contributors, especially The Hero(aap) to help me learn reverse engineering. Noskillx for intensive testing, he really helped me and found a lot of bugs before releasing it.
  18. Leonazix

    Leonazix Import and Exports

    Hello and welcome to Leonazix Import and Exports! Here you will find lore friendly mods for Grand Theft Auto Vice City and San Andreas I decided to open this workshop to shared mostly my mods to the entire community of GTA, and sorry for late of many months of who were wating for my workshop. So I hope you like my mods!
  19. 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
  20. Version 3 is now available! This mod aims increase texture detail while retaining the original look of the game. All textures are enhanced using AI Gigapixel with further manual enhancements made after they've been processed. Some of these textures are not PC originals and have been replaced with XBOX, PS2 and Mobile counterparts, as these contain higher resolution originals or fixes for some of the broken PC textures. I've also manually fixed some artifacts caused by the up-scaling in clouds, wheels and particles. The following mods have been included as they are required to run the mod: Ultimate ASI Loader Open Limit Adjuster ModLoader This mod requires Version 1.0 of Vice City to work, below I've included some downgraders for the Steam and Rockstar Games Launcher versions of the game. Steam Downgrade Rockstar Games Launcher Downgrader I hope you enjoy!
  21. Seemann

    [REL] Sanny Builder

    Sanny Builder is a fast and powerful tool designed for the GTA 3D game series (GTA3, VC, SA, LCS, VCS). It is aimed to make the process of editing game scripts and missions as easy as it's possible. It includes a disassembler, permitting the end-user to quickly disassemble the MAIN.SCM file which contains game scripts, and a compiler which produces a binary script file readable by the game. The editor itself offers a large number of useful functions such as; syntax highlighting, error checking, advanced search tools, player coordinates reading, fast movement through code and much more. Sanny offers an advanced code syntax which is similar to existing programming languages. This syntax includes changeable classes, keywords and high-level statements. We recommend you continue reading and fully explore the help section to learn more about SB and its capabilities. We provide a wealth of information that will help you get started in mission coding. Now that you have discovered some of the possibilities. Official website: sannybuilder.com Current version: 3.5.1 Last update: 2020-08-21 Further reading at GTAModding.com: Sanny Builder Mission_Scripting (Overview) CLEO Follow me @SannyBuilderDev
  22. Maxo's Vehicle Loader 0.98e for Vice City by maxorator Adds new vehicles to the game without replacing old ones. Loads vehicles from a 7z archive containing .col, .dff, .txd and .xml. XML files define handling, carcols, name, default.ide data, audio settings and more. Tuning parts can be added to vehicles (works in a similar way as in SA). Also loads SA .dff and .txd files directly (and collision from .dff's). Machine guns and rocket launchers (also with custom models) can be attached to vehicles. Vehicles can use hydraulics/tank cannon/etc and can use police/ambulance/firetruck/taxi AI. Custom weapons can be added. Weapons and vehicles can have custom animations, both in VC and SA format. For more details, read the changelog and release notes. (Scroll down for the changelog.) This mod heavily patches the game code on the fly, so it might interfere with other executable or .asi/.flt mods. Therefore if it crashes for you, you should try removing some other .asi/.flt mods or Cleo scripts you have installed to see if that helps. This mod only works with 1.0 version of the game executable. This is a modification that makes it possible to easily add new cars to the game without replacing old ones. It consists of one .flt (vehmod.flt) file that should be put into the "mss" directory. The game automatically loads it from there. To start using it, you have to first create a directory named "vehicles" into your Vice City directory. There you will be placing your new cars as 7zip archives. The 7zip archive of a vehicle must contain: 1. An XML file (.xml), which describes handling data and other miscellaneous data related to the vehicle. The modification comes with the XML files for all default vehicles in the game, so you can see what exactly they have to contain from there. The name of this file does not matter. 2. A collision file (.col), which is the collision file to be used with the vehicle. Note that it does not matter what the file name nor the name used inside the .col file is, it will be loaded for this vehicle anyway. 3. A model file (.dff), which will be the model that is loaded for this vehicle. As usual, the file name does not matter. 4. A texture file (.txd), which will be used with this vehicle. File name does not matter. This modification also allows you to change some data that is usually hardcoded. You can change the audio data for a vehicle (look at some sample .xml file for specifics), extra helicopter data (type, weapons, rotor radius, rotor collision damage multiplier), enable siren (extra flag 1), enable voodoo hydraulics (extra flag 2) and enable baron flying style (extra flag 4). The available helicopter types are normal, hunter, remote and water. Type "remote" acts like RC Goblin and RC Raider, and "water" floats like sea sparrow on the water. Available weapon types are "hunter" and "sparrow". Some car models that are available for download for Vice City have their own wheels. To hide the default wheels, previously an invisible wheel model was used. However, with this mod it is not necessary, because the mod automatically detects if a vehicle has custom wheels inside the model and then hides the default ones. To spawn these cars, you can press ALT+2 to switch between them (shows the name of the current selection as help message) and then ALT+3 to spawn the current selection. In the game these cars have IDs starting from 6000. The exact IDs are printed out to a file named "vehmod_log.txt" in your Vice City directory. Also if there are any errors while loading a vehicle, errors will be logged to that file (mostly XML formatting errors). This modification also loads new vehicles when the game is already running. That is, when you copy a new archive into the "vehicles" directory, the modification will load that into the game instantly. Note that the cars that are added can also appear on the streets if their "class" value is not set to "ignore". The mod includes a few small patches to the game engine. First of all it increases the amount of different vehicle models that can be loaded into the game from 50 to 127. Note that the vehicles that are added with this modification do not count towards that limit, so it is provided simply as a bonus. The second patch is that you can enter RC vehicles without crashing, in case you would want to import new RC vehicles and test them. Also this works for existing RC models. CHANGELOG OF 0.98e Vehicle (Num*) and weapon (Num5) selecting screens, Num-+ to scroll, Num/ to spawn, <testmenus> in globalm.xml must be enabled. Added streaming memory limit setting to globalm.xml (check help/sample_globalm.xml for usage). Added "createVehicle" and "createExplosion" functions to Python scripts (check help/samplescripts/vehiclegrid.py). Added "eventBulletFired" event to Python scripts (check help/samplescripts/explosivem4.py). Fixed a crash on decapitation after starting a new game for the second time. Extra save XML file is only loaded if it is not older than the main save file. MVL weapons carried by player are not saved to main save file, but to extra save XML. Added shotgun specific settings to weapon XML (check shotgun xmls in help/samplewepxmls). Fixed a VC bug that caused crashes on "heavy" collisions (many spheres of a collision model colliding at once). Fixed a VC bug that caused a crash when too many sound effects were played at the same time. Fixed a crash when there were too many files in IMG that didn't have an IDE entry. Some errors about IPL/IDE/IMG issues logged to messagelog.txt if <debugidedata> "true" in globalm.xml. Increased maximum number of explosions. Fixed some automatic interior switching bugs (wrong interior on first cutscene, interior color switching issues). Opcode 0801 for checking if MVL has Python loaded, opcode 0802 for getting MVL version number (currently 9850). CHANGELOG OF 0.98d Automatic interior switching option (doesn't fade in or teleport), which is also teleport-safe (global.xml setting "autointeriors"). Fixed an issue with compatibility with some other modifications (CLEO and others). Fixed weapons being darkened when using real-time shadow for player. NEW IN 0.98c Custom weapon sounds can be used by including .wav files in the archive. You can include custom sound for shot, reload and echo (filenames should then be gunshot.wav, reload.wav, shotecho.wav). You can also set custom frequency, loop start and end positions by modifying the file name, for example: reload-f22050s100e1000.wav will sound like you set the frequency to 22050, loop start to 0 and loop end to 1000 (these values work the same way as in sfx.SDT). Vehicle engine sound can currently only be changed when you set the vehicle to use RC audio (RCAUDIO extra flag), in which case the filenames would be rcengine1.wav and rcengine2.wav (check sounds included with MW_29's Hydra). New SCM opcodes can be added with Python scripts. Check the extraopcodes.py sample script to see some added opcodes for manipulating tuning parts. You must specify the list of arguments that your opcode takes when registering it: 'i' is integer, 'f' is float, 'V' is vehicle handle, 'P' is actor handle, 'O' is object handle. You can easily return multiple values by separating them with a comma. If you return only one value that is a ped/vehicle/object handle, then you must add a comma to the end (for example: "return ped,")! If you return a boolean (True/False), then that opcode works as any other is_xxxxx opcode. There are also 2 built-in opcodes: 0800 - used to make next text draw call with label MVLNAME draw the name of the specified vehicle. If you want to tell it to draw the name of a vehicle by model index, then the first argument must be 1 and second argument must be the model index. If you want to pass a vehicle handle instead, the first argument must be 2 and the second the handle of the vehicle. 0810 - used to create weapon pickups by weapon ID instead of model ID. This can be used to spawn MVL weapon pickups. Arguments are: weaponId x y z ammo When saving the game now, all MVL vehicles will instead be saved into the main save file as default vehicles (all cars are golf carts, all bikes are faggios, all boats are dinghys). The actual information about which MVL vehicle they are supposed to be is saved to a separate .xml file in the same folder as the save files. If all the vehicles still exist in your vehicles folder and MVL is present, then saving and loading will work fine - when you saved an MVL vehicle, on loading the MVL vehicle will also appear (tuning parts are also saved). However, if MVL is removed, all saved MVL vehicles will be loaded as some default vehicles (golf carts, faggios or dinghys). The same applies for vehicles which do not exist in your vehicles folder anymore. Saved MVL vehicles are not tied to the model ID, instead they are tied to archive checksum and archive name. If you change only one of them (archive contents or archive name), the game will still find the correct vehicle associated with a save. However, if you change both the contents and the name, then the vehicle will no longer be recognized. CHANGELOG OF 0.98c Works with Steam version. Support for custom weapon sounds. Support for custom engine sound for vehicles with RC-vehicle audio. Bullet holes (enabled when a bullethole.png is in mvl folder). Custom SCM opcode handlers via Python scripts. MVL vehicles are saved to a separate file when saving, makes saves with MVL vehicles compatible with non-MVL VC and allows more flexibility with vehicle IDs. Trashbin toy (set "trashbin" to "true" in globalm.xml and use Alt+0 in-game). Fixed an issue with resolutions in windowed mode which caused the game not to launch for some people at some resolutions. Fixed an issue with SCM threads which caused problems when missions ended. Fixed a crash when saving, which occured when using quicksave when model limit was set to over 32k. Support for full-screen sniper scope images, the image file's name must be stretch_scope.png . Slight loading screen speed-up. CHANGELOG OF 0.98b Model ID limit, TXD file and COL file limit can be changed via globalm.xml (see help/sample_globalm.xml). Various object instance limits can be changed via globalm.xml (ptrnode, entryinfonode, peds, vehicles, buildings, treadables, objects, dummys, audioscriptobj, colmodel). Model store limits can be changed (simple models (for map objects, dynamic objects), time models, weapon models, clump models (cutscene objects aka "hier"), vehicle, ped, 2dfx). Vehicle weapon positioning is fixed (was broken in 0.98a). Filenames in weapon and vehicle archives are no longer checked in a case-sensitive way. Fixed a CLEO bug that caused loading a save to freeze after saving a game. When a garage is opened and the vehicle that was stored in it is no longer a valid vehicle (for example an MVL vehicle which is no longer installed), it's removed. Player's weapons are now also visible on the real-time shadow. Selected start ID for MVL vehicles is analyzed and automatically changed if necessary. Fixed MVL weapon reload clip size. NEW IN 0.98a This version has windowed mode settings. In mvl/globalm.xml you can set "windowed" value to true. That will cause the game to start in windowed mode. If your game resolution matches your screen resolution, the game window has no borders nor menus. To switch between full size and smaller size window you can use Alt+Enter. When the game menu is visible, moving the cursor outside of the game area makes the mouse visible. To make the mouse cursor usable while not in the menu, you can press Alt+Control. That makes the cursor visible and the game no longer reacts to mouse movement/clicks. To give mouse control back to the game, you can either press Alt+Control again, click on the game area or switch to menu and back. "usemenus" in globalm.xml makes the "Spawn vehicle", "Weapons" and "Windows" menus appear below the title bar. "Weapons" menu can be used to give the player custom weapons. "Windows" menu currently has only "Extra view", which is an experimental feature to show multiple camera views. Currently it is hardcoded to show a top-down view. Custom weapons are now supported. They can be added by putting a 7z archive to mvl/weapons folder. They must include an .xml file and an icon.png file (weapon icon). If your weapon has a custom model, set the model ID in the .xml file to -1 and include the .dff and .txd files in the archive. Custom animations can also be used. For that you should include an .ifp file in the archive. The name of the .ifp file does not matter and the animation names in the archive should be the same as in the animation file specified by the animation group in the XML (so you should not change the animation group in XML when adding custom animations). The way custom weapons behave is specified by the "logicalid" field in the weapon XML file. That value should be set to the weapon index from which the new weapon copies its behaviour from. Therefore it should either be one of the built-in weapon IDs (0-36) or a custom weapon logic ID. Currently there are 2 custom weapon logic IDs - 80 for spikes and 81 for hats. Weapon spawning can be specified in the weapon's XML file and also in mvl/weapons/pickups.xml file. For the exact syntax, see the included pickups.xml file. If "roadthingy" field in globalm.xml is set to true, ALT+5 spawns the weird dynamic road thing, which you can also control manually by pressing NUM4/NUM5 to make it turn up/down, and NUM7/NUM8 to make it turn left/right. If you don't control its movement manually, it turns automatically in random directions. CHANGELOG OF 0.98a Fixed various problems when scripts folder was present, but Python 3.3 wasn't. Fixed emlightsingle not working properly. File mvl/globalm.xml is used for some settings not related to vehicles. Windowed mode can be enabled ("windowed" setting in globalm.xml). Enabling "usemenus" in globalm.xml enables various under the window's title bar. Added "Spawn vehicle" menu for spawning MVL vehicles. Enabling "fixframewait" in globalm.xml should decrease CPU usage on better machines when frame limiter is on. Experimental additional camera windows, currently accessible via "Windows -> Extra view", which shows a hardcoded top-down view. Globalm.xml has setting "rtshadowonplanes" for enabling real-time shadow for planes, "rtshadowonplayer" for enabling it for player. Fixed a problem with loading while the game is running. "antialias" setting in global.xml, which can either be "on", "off", or "max". "menuonrestore" setting (default is true) defines whether the game switches to menu when the window is restored. "autoloadsave" setting in globalm.xml can be used to make a save load automatically when the game is launched (0 means the first save). Crash log is created to mvl/errorlog.txt when the game crashes. Added a strange dynamic road feature - enabled via "roadthingy" setting in globalm.xml, spawned with Alt+5. SA animation files can be used with scripts/vehicles/weapons. MVL can now load custom weapons - mvl/weapons folder, 7z archives containing xml, dff, txd, icon.png and/or ifp. Custom scope image can be used for custom snipers/lasers/camera, by including scope.png (one quad) or full_scope.png (as one image). Added a custom weapon type - spiketrap (logical ID 80). Added a custom weapon type - hat (logical ID 81). Added "Weapons" menu for giving MVL weapons to the player. Weapon spawn points can be defined in mvl/weapons/pickups.xml and in weapon XML files. Added opcode 0810 for spawning weapons, parameters: weapon_id x y z ammo. Added opcode 0800 for forcing the next text draw opcode to use vehicle's name (params: 1 model_index OR 2 vehicle). Enabling "decapitations" in globalm.xml causes headshots to actually cause detached head appear. Fixed custom Sea Sparrow being unable to stay afloat on water. NEW IN 0.98 In this version, folder structure has been changed. Everything that was in "vehicles" folder should now be in "mvl/vehicles" folder and global.xml inside it should be renamed to globalv.xml. This version implements Python scripting. To use it, Python 3.3 must be installed. Scripts go to the "mvl/scripts" folder. The are very few scripting functions at the moment. Currently the only thoroughly covered scripting feature is animations. You can find a short description of functions and callbacks in the "script_functions.txt" file and some sample scripts in the "samplescripts" folder. When working with files, remember that the active directory is VC folder, not scripts folder. CHANGELOG OF 0.98 Implemented Python (3.3) scripting, scripts go to "mvl/scripts". Includes some basic functions and also a set of functions for animations. Adding 10 or more vehicles for one AI type does not cause Landstalker to be used for those AI types anymore. Fixed taxi lights on non-MVL taxis. Vehicle wheel offset from dummy will be set to zero if the vehicle only has one predefined wheel. Vehicles that failed to load do not show up on ALT+2 vehicle list anymore. Third and fourth car colours are now supported by using "carcol4" and "rgbcol4" elements. Fixed some issues that caused slowdowns or crashes on modified executables. Maximum altitude for helicopters and planes can be set via "maxaltitude" property in globalv.xml file. There is a NOMAXALTITUDE extra flag, which can be used to make a vehicle ignore the maximum altitude completely. By setting "dumprgbcolors" to "true" in globalv.xml file, car colours are dumped in RGB format. Fixed a small bug with SA vehicle collisions. Vehicles folder is now in "mvl" folder and global.xml is now globalv.xml. Vehicles with empty name string can now be loaded, but their name is changed to "Unknown". "addspeedmul" in the "missileinfo" section specifies how much of the vehicle's speed is added to rocket's speed. Setting "gang" field in "aidata" section to a gang index makes that gang use that vehicle. CHANGELOG OF 0.97c Now it's possible to set vehicle machine gun accuracy, range, time between shots and audio sample index (see file "samplexmls/commented/comet_with_weapons.xml"). Bullet trace limit raised to make shooting vehicle machine guns look consistent. It is now possible to change extra flags for non-MVL vehicles (see file "samplexmls/commented/sample_global.xml"). Emergency light positions can be changed for non-MVL vehicles per AI type basis (see file "samplexmls/commented/sample_global.xml"). CHANGELOG OF 0.97b Added extra flags that are used by some trucks: REVBEEP for beeping while reversing and GEARTHUD for the sound they make when switching between forward and reverse. Generated XML files now also contain the correct "specials" section. "vicechee" and "cheetah" are now created as two different XML files. Fixed issues with vehicle machine guns. CHANGELOG OF 0.97a Fixed secondary car colour not being used on vehicles. Fixed a crash that occured when using vehicles with tuning parts or weapons in a replay. NEW IN 0.97 In this version you can use custom animations for your vehicles. The animations should be included in the archive as in .ifp file and should contain the replacement animations, each of which should have exactly the same name as the original animation. The file does not have to contain all the animations used by that vehicle's animation group, only the ones you want to replace. Another new feature is setting default immunity flags for vehicles in the XML. The immunity value is an integer in the range 0-255 and you can use the flags.html to find the value for the specific combination of immunities you wish your vehicle to have. The value should be in "immunity" element inside "basic" section. Car colours can now be specified as RGB valuues. To do that, use "rgbcol" instead of "carcol" in the "colors" section. "rgbcol" should contain 6 comma-separated values - r,g,b,r,g,b. First three values make up the primary colour and the last three values make up the secondary colour. You can mix "rgbcol" and "carcol" elements, but there can still be only a total of 8 of them combined. CHANGELOG OF 0.97 Custom animations for vehicles can now be included as an .ifp file in the archive. Default immunity flags can be set with the "immunity" property in the "basic" section. Check flags.html for exact values to use. Setting "disableflipdamage" to "true" in the global.xml file will stop cars from taking damage because of being flipped in the game. In the "colors" section you can now specify car colours also in RGB format. CHANGELOG OF 0.96e Boats now have a "boatengine" section inside the "audio" section, so boat engine audio can now be customized. RC vehicle audio now works, RC helicopters have it automatically, to get RC bandit/baron audio, the extra flag RCAUDIO has to be set. Offset between wheel dummy and the wheel is not forced to zero anymore. Added some .xml files with comments. CHANGELOG OF 0.96d In addition to COL3 collision, COLL and COL2 collision types are now also supported inside SA .dff collision section. Giving more than 8 car colours does not give an error anymore, instead it now gives a warning, so the vehicle is still loaded. Vehicle weapons cannot be used if the player is dead in the vehicle. If game was started with the launcher, key combination ALT+4 can be used to generate .xml files of current game data (folder "vlist" must be created in VC folder before you do that). "Microsoft Visual C++ 2010 Redistributable Package" is no longer required to run this mod. CHANGELOG OF 0.96c A specific model index can be specified for the vehicles by adding a "xMODELINDEX_" prefix to the 7z file name, such as "x6189_". Starting a new game or loading a save shouldn't cause any problems anymore. Setting "disablelightboxes" to "true" in global XML file will cause them to disappear from all cars. Setting "hasboxes" to "false" in vehicle's lights section will cause the light boxes to disappear from that car. CHANGELOG OF 0.96b Changed some things that should make this mod compatible with some other mods, most likely with graphic/map mods.CHANGELOG OF 0.96a Fixed a rare bug when cars started turning right until ESC menu was activated. Machine guns mounted to vehicles now have a sound. Now all four custom weapon model slots work, previously only one worked. Shooting petrol caps of vehicles that have them should now make those vehicles explode. Fixed a bug with alpha when the game didn't detect some alpha materials correctly on SA cars (some broken windows). The beginning of the ID range for new vehicles can be defined in the global XML file with the "idstart" element. Taxi lights on default taxi cars are not always enabled anymore. Setting "usespawner" and "usetuner" values in global XML file to false will turn off spawner and tuner hotkeys respectively. NEW IN 0.96 Now it is possible to attach weapons to your vehicles. Up to 4 weapons can be attached to one vehicle. Weapons can be added to all vehicle types. Weapon type can either be set to "machinegun" or "missile", first one shoots bullets, the second one shoots missiles. The weapon model can be set to "m4", "rocketlauncher", "none" or if there are files weapons.dff and weapons.txd, which contain weapon models with the names "custom1", "custom2", "custom3", "custom4", these names can be used for weapon model also to make it use those custom models for the weapon. Custom weapon models can also use vehicle colours. Section "fireoffset" defines the offset from the weapon model where the shot is made from. When the weapon type is "missile" a section "missileinfo" can be specified in the weapon data. In there can be two elements: "gravity" (values "on"/"off") shows whether the missiles are affected by gravity and "timeout" is the minimum time between shooting two missiles. When a "dockedinfo" section is specified in the weapon data, then the weapon will by default be in the position specified in that block. If there is no "dockedinfo" section, then the weapon will be in the default position specified in the "armedinfo" section. A weapon cannot shoot when docked. When the weapon is undocked, then the weapon will go to the position specified by "middlepos" between the minimum and maximum positions, which are defined in the "armedinfo" section. So, if "middlepos" is 0, the default position when armed is at the minimum position; if 1, then at maximum position; if 0.5, then exactly between them. Minimum and maximum rotations are used along with the positions. "dockspeed" element specifies, in milliseconds, how quickly the weapon moves from the docked position to armed position. "movespeed" element in "armedinfo" sector shows how many milliseconds it takes to move the weapon from minimum to maximum position. If moving the weapon is not required, min and max positions and rotations can either be the same or max position/rotation can simply be skipped. A "hotkeys" section defines which keys have to pressed for a certain action for this weapon. The contents of the hotkey elements are three comman-separated numbers, which are the virtual keycodes of the keys that have to pressed in order to activate a certain action. To find which code goes for which key, you can just google for "virtual keycodes". If the key combination consists of less than 3 keys, some of the keycodes have to be duplicated, because there has to be three numbers in that element. "dockkey" specifies the key combination for docking/undocking the weapon. "moveupkey" and "movedownkey" are the key combinations for moving the position of the weapon (when armed) closer to the maximum and minimum positions respectively. "restorekey" is the key combination for moving the weapon to the default position ("middlepos" ratio between min and max). "shootkey" obviously is the combination for shooting from a weapon. A link to a sample vehicle using weapons can be found from GTAForums from the topic associated with this mod or from GTAGarage mod description. CHANGELOG OF 0.96 Fixed collisions loaded from SA .dff-s (they only had spheres, but no triangles). SA vehicles should not have problems with alpha parts anymore. Emergency/taxi lights can be set to use vehicle colours by using the words "primary" or "secondary" in the colour element. Vehicles that have too many duplicate wheel dummies should not crash anymore. Weapons can be attached to vehicles - read above. CHANGELOG OF 0.95 Collisions for SA vehicles are loaded from SA .dff-s if no .col is included in the archive. Middle wheels are handled properly now. Different types of EM lights can be defined now, does not rely on AI flags anymore. Heli weapons can be relocated. Option "alwayson" to make EM/taxi lights always be enabled. Fixed a bug with bike wheels that was caused by some changes in the previous version. Optional field "wheelcorrection" in "basic" sector in .xml that is a multiplier of the visual size of wheels. NEW IN 0.94a This version can somewhat properly load San Andreas .dff and .txd files. Since SA vehicles have one common texture file, this mod tries to find and load that file too. If there exists a "vehicles/sa_vehicle.txd", the mod loads that one. If that file does not exist, the mod tries to find the file from SA installation directory. If this also fails, those common textures will not display on vehicles. Wheels for SA vehicles are also fixed now. If there is only one wheel in the .dff file, the mod copies it automatically to all wheel dummies. It also increases the visual size of the wheel, otherwise the wheels of SA vehicles would look too small. Another new feature is the ability to change the position and colours of emergency vehicle lights. To see how that has to be defined in the XML file, look into the sample .xml files of Police, Ambulance, Firetruck or SWAT car. CHANGELOG OF 0.94a Wheels for SA vehicle models are fixed. Increased primary and secondary colour material limit - required for some SA vehicles. Common textures for SA vehicles are loaded and used if necessary. It is possible to define the colours and positions of emergency vehicle lights. CHANGELOG OF 0.94 Game does not exit on resolution change anymore. Horn works now. Vehicles created using hardcoded hotkeys are not saved anymore and can disappear. Partial support for SA .dff files (common textures and wheels are broken). NEW IN 0.93 Tuning parts can be added to vehicles. The tuning files have to be .dff files named "tuning1.dff", "tuning2.dff", ..., "tuning9.dff". Each .dff can contain many different parts, but not more than one of each. All the parts can be tuned in the game by pressing ALT+7 to select the part to tune and ALT+8 to change that part to another version of that part. Also, all vehicles spawned in the game will use a random version of each part, making it possible to see the tuned parts right in the normal traffic. The hierarchy of the parts that replace something in the original DFF isn't important (wheels are an exception), however, if a completely new part is added that doesn't exist in the default model, it will be put under the chassis dummy, using the XYZ offset it has from its parent in the tuning DFF. If the parent's name in tuning DFF matches the name of some part in the vehicle's original DFF, it will be added as a child of that part. Custom wheels can only be used in tuning if the original model already has custom wheels. Custom wheels have to be in the correct dummies in the tuning file, just like they are in vehicle DFF models. The name of the wheel part itself does not matter, they are detected by the parent dummy. If there is a "tuningfix" entry set to "true" in the global.xml (<tuningfix>true</tuningfix>), then whenever a part is changed, it will also be fixed. CHANGELOG OF 0.93 Police bikes should now work properly when generated by script (opcode 4F8h) and in roadblocks. Emergency vehicles can now also be bikes, although the AI is heavily crippled then. Bike reversing speed is fixed. Increased new vehicle limit from 50 to 200. Tuning parts can be added as an extra .dff file and they can be switched with hotkeys Alt+7 and Alt+8. CHANGELOG OF 0.92 Some issues with tanks were fixed. Included an HTML file for easily calculating the flags. NEW IN 0.91 Now there are new extra flags that make it possible to make the game AI use the vehicle for different purposes, such as a police or an ambulance vehicle. This also means that whenever for example a police car is generated, it randomly chooses one available vehicle for that purpose. Therefore if you have 2 custom police cars, there is 1/3 chance for each of the police cars to appear, since there is the default police vehicle and those two custom ones. There is also a file named "global.xml" in the vehicles folder. This file is currently meant only for specifying a list of vehicles that should not be used by the AI in the game. In the sample "global.xml" included, there is only a line "<v>200</v>", which would make the Patriot not be driven by random people on the street (but that doesn't happen anyway, so it's just a sample line). You can add as many as those lines as you want, but only for default vehicles (range 130-236). Also if you specify the default police vehicle in that list and you have at least 1 custom police vehicle, the default police vehicle is never used (same for all other special vehicles). This is the list of all flags: 00001h - Siren 00002h - Voodoo hydraulics 00004h - Baron flying mode 00008h - BF Injection's rotating part 00010h - Cuban Hermes's exhaust 00020h - Phoenix's engine flap 00040h - Tank controls 00080h - Firetruck controls 00100h - Used by AI as a police car 00200h - Used by AI as a SWAT truck 00400h - Used by AI as a Predator 00800h - Used by AI as a Rhino 01000h - Used by AI as a Barracks 02000h - Used by AI as an FBI car 04000h - Used by AI as a Vice Cheetah 08000h - Used by AI as a firetruck 10000h - Used by AI as an ambulance 20000h - Used by AI as a taxi CHANGELOG OF 0.91 Vehicles have the right audio sections now, some of them were incorrect before. The internal limit for vehicles in one class is now 97, not 25. Police, SWAT, Predator, Rhino, Barracks, FBI, Vice, firetruck, ambulance, taxi AI flag. Tank and firetruck control flags, also flags for Hermes's exhaust, Phoenix's engine flap, BF Injection's rotation. A global XML for specifying cars that the AI shouldn't use. The game shouldn't crash on exit anymore. Baron flying mode didn't really work before. Some issues with Skimmer-type vehicles were fixed. Tutorials Xegethra's video tutorial: ALMOST610's tools and resources XML generator: http://almost610.ucoz.com/blog/xml_builder/2012-12-23-1 Vehicles and weapons: http://almost610.ucoz.com/blog/welcome/2012-12-23-4 Vehicles for this mod Author: Suction Testicle Man Mazda MX-5 (GTAGarage) Nissan S13 Silvia (GTAGarage) Audi A8 (GTAGarage) Austin Mini Metro (GTAGarage) BMW M3 (GTAGarage) Lamborghini Countach (GTAGarage) Mercedes Benz S600 (GTAGarage) Voodoo Police with police AI (GTAGarage) Author: ALMOST610 Cut VC Stretch (GTAGarage) Oceanic Stretch (GTAGarage) Romero Ute (GTAGarage) Stinger with tuning parts(GTAGarage) Oceanic Police with police AI (GTAGarage) VC Regal (GTAGarage) Vice Premier (GTAGarage) Impaler (GTAGarage) Regal Taxi (GTAGarage) SA Police Vehicles (GTAGarage) Author: MW_29. Aircrafts: Hydra (GTAGarage) Rustler (GTAGarage) Shamal (GTAGarage) Dodo (GTAGarage) Author: spectralized Cobra (GTAGarage) Cockroach (GTAGarage) Luinx (GTAGarage) Xegg (GTAGarage) Turbocharge (mvlvehicles.dmon.com) Author: Jur1zz Original thread: Vehicles For VC, with tuning parts Slamvan with tuning parts(GTAGarage) Blista Compact GT with tuning parts(GTAGarage) Author: Krzer Thunderrodd (GTAGarage) Super Comet (GTAGarage) Super PCJ-600 (GTAGarage) Author: MG3 Taxi Pack (GTAGarage) Deathrunner (GTAGarage) Greenwood Custom (GTAGarage) Author: H3NR1QU3 HPV1000 with police AI (Direct link) Author: SomeGuy86 Kuruma Pack (GTAGarage) VC vehicle pack III vehicle pack Authors: toyGT_one and nabnabnabn GTA IV Vehicles (GTAGarage) Samples: Armed Comet, WEAPONS DEMO, custom weapon model by kikiboy95 (Direct link) ---------------- Hotkeys for this vehicle: Shift+5 - dock rocket launchers, Shift+Z / Shift+X - move rocket launchers, ---------------- Shift+C - restore rocket launchers' position, Ctrl+Shift - fire rocket launchers, Ctrl+Z - fire machine guns. GTAGarage page Download link for 0.98d
  23. CharlesVercetti

    [ASI|VC|SA] Wrist Watch

    Introduction: A simple mod which is based off Plugin SDK, displays time in the form of a wrist watch in the bottom right corner. It is actually an idea conceived by GTAForums user named @I MD Pradipta. Although the request was made a long time ago, quarantine has made me do it - make them into reality. https://gtaforums.com/topic/670360-asi-betacleo-vice-city-rectangular-hud/page/3/#comments Features: Displays Hours and minutes. (There is no seconds system in GTAs) Additionally, the SA version displays the week days. There are 2 modes in which the watch can be displayed, either all the time, or by holding the "Q" button to display it. Additionally in SA version, CJ will do a "Look at the watch" animation if "T" is pressed while holding "Q". The watch faces, needles , and the day card (SA only) can be easily customizable, using the MagicTXD and editing the "watch.txd" present on "models" folder ("watch_sa.txd" in SA version) Also, the scale and position of the watch elements can be customized through "watch.ini" config file. Compatibility: The mod is confirmed to work with GTA VC 1.0 exe and GTA SA US 1.0 exe. Thanks to: @DK22Pac, for Plugin SDK. Download: Wrist Watch v1.0 VC [Mediafire] Wrist Watch v1.0 SA [Mediafire] Wrist Watch v1.1 (VC/SA) [Mediafire] HD Watchfaces SA version How to Install: Download and install WinRAR or PeaZip https://www.win-rar.com/ https://www.peazip.org/ Get an ASI Loader. https://www.gtagarage.com/mods/show.php?id=21709 (ASI loader SA) https://github.com/ThirteenAG/Ultimate-ASI-Loader/releases (ASI Loader VC) Follow the video.
  24. Hello. This is The Truth from the Grand Theft Auto: Underground Total Conversion mod team and today I am here to introduce a little mod I made. This is a custom neon pack made for Vice City which includes lots of crazy, coloured neons in places you would never imagine. If enough demand is there I could also make it compatible with GTA UG. Mods required: - III.VC.SA.LimitAdjuster. - Any .IMG tool (I personally use IMG Factory). (Installation guides are in the download files). Credits: -dkluin: For teaching me how to do it in the first place. Ya rock man. -RzDat: For helping me packaging and additional testing. -aap: For helping me fix a pesty bug. -ThirteenAG and Tomasak: Emotional and mental support. Reuploading or modifying this mod without proper credits to the author (me) and proper linking to the original mod is stricly prohibited. Download V1.0: https://drive.google.com/file/d/1xF1rAvI2SPgUi4gc0jZZfeLvmvd_5A6b/view?usp=sharing Download V1.1: https://drive.google.com/file/d/11waW4E0pW9Ipa6Wu7-cTPm1fYgmrr2oX/view?usp=sharing Screenshots: Warning: Some neons might have the side effect of actually looking decent. I apologize for this incovinience.
  25. Jimmy

    Jimmy's III Era Workshop

    Welcome to my III Era Modding Workshop. Listed here are the Mods I've made for III Era Games. While I do most of the work, provide appropriate credits to people whose work has been used. Most of my Mods are GTA III based and are Cars, Small Texture Mods or Script Mods. I hope you guys will like them. Also, the mods are linked to their GTAGarage Pages. Feel free to leave feedback on the same. + Cartel Crusher (WIP) Thanks for the feedback everyone. Was working on the Cartel Cruiser earlier and started messing with a few data. Now, I present the Cartel Crusher. It's a sort of Monster Truck version of the Cruiser. Can easily maneuver over other vehicles and less prone to over turning. Improved the wheelbase and suspension to make it more like a Monster Truck. You can easily slide a vehicle under it without any issues. + Improved GTA III Script This Script modification is a collection of script improvements that I did for easier gameplay and allowing some perks early in game which can come in handy.Max Player Health is 250 now. Sentinel in Give Me Liberty El Burro Missions Available at start Porter Tunnel open after Luigi's Girls Callahan Bridge open after Luigi's Girls Subway open after Luigi's Girls King Courtney's Missions available after Luigi's Girls The Leone Mafia no longer will attack you after Sayonara Salvatore The Uptown Yardies no longer will attack you after Kingdom Come BF Injection is now parked at Hepburn Heights Landstalker is now available around Portland like the Stories Changed some executive and richfamily car spawns Changed Parked Car Locations around Portland + Screenshots + Download: GTAGarage + Toni's LCS Safe House in Portland Converted Toni's LCS Portland Safehouse. The construction crane had to be hidden in the blue hell. Download at GTAGarage. + Other Modifications for GTA III Rainy & Dark Weather: This mod modifies the GTAIII timecycle to be a darker and Rainy one. The sky remains more dark till morning. GTA LCS Thunderrodd: This is a simple conversion of the LCS Vehicle Thunderrodd to GTA III. GTA LCS Kuruma: This is a simple conversion of the LCS Vehicle Kuruma to GTA III. GTA III Unlocked Script: This mod that allows a user to complete all missions in any order, just after Luigi's Girls. You can basically access all the islands as well. Beta Cops Model: A simple Cop model from the Beta Edition of GTA III. This is a small texture replacement that adds mustached cop models in game. Beta Gang Cars: This mod sets the Gang Members to drive the cars meant to be used while GTA III was still in Beta Phase. Attached below is a list of what vehicles each gang drives. SA Misc Sounds: This mod changes the misc sounds to SA sounds. Like pickup, click sounds. Just replace the files in audio folder. IV Mission Complete Sound: This changes the mission complete sound to the one of IV. Just copy the file to the audio folder. Fed Ex Rumpo: This is a simple conversion of the Fed Ex Van to GTA III. GTA IV Loadscreen: This is changes the boring blue loadscreen to a colorful and new IV style loadscreen. DHL Van: This is a simple conversion of the DHL Van to GTA III. Better Weapon Sounds: With this mod you can change the boring low quality sounds to high quality ones. VC Admiral: The mods brings the Admiral car from Vice City to III. It replaces the Kuruma. VC Sabre: This mods brings the Sabre car from Vice City to III. It replaces the Manana. VC Topfun Van: This is a simple conversion of the VC Topfun to GTA III. VC Voodoo: This is a simple conversion of the VC Voodoo to GTA III. This mod will replace Yardie Lobo. VC Washington: This is a simple conversion of the VC Washington to GTA III. Replaces Blista. VC Comet: The mods brings the Comet car from Vice City to III. It replaces the Bobcat. San Andreas Car Colors: This mod changes the car colors of the GTA III Cars to be similar to their San Andreas Counterparts. Thanks to for the Logo, @Jinx. & @Blue for the encouragement.
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