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  1. 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 and R4gN0r0K for their support as Patrons 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
  2. Yhdf

    GTA VC Styled Icons

    These are some VC styled icons that i made for GTA SA and GTA VC weapons, i hope you enjoy. It contains icons of all weapons from these two games in gta vc style, including the VC beta weapon icons. https://drive.google.com/file/d/0B3LbLyN1bSM2TkpvQUNTWV9LMjg/view?usp=sharing
  3. ForeverL

    [III|VC|SA] Spanish Updated

    This is an extreme revision to the official Spanish translation of GTA3, Vice City and San Andreas. These games were originally translated into Spanish from Spain. Apart from certain errors, he is far from being a neutral Spanish. Especially for Latin American players. This mod tries to fix that. - New Spanish translation from scratch. - New text strings for some vehicles. GXT Version Status Download Link GTA 3 DONE Download GTA Vice City DONE Download GTA San Andreas WIP -
  4. 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
  5. 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
  6. _𝓐𝓖

    Classic Axis feat. Glitches

    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:
  7. Cleoude

    Cleoude's Workshop

    Hi, guys and girls! Guys, My username was CleoModlar. But I changed my username to Cleoude. I usually make cleo mods. I can even say that most of the mods cleo scripts I released. But I always try to improve myself. Hope you enjoy my Workshop. GTA 5 Drunk Effect V1 Hairstyles and Beards Hangout with Story Characters V2 Home Radio V1 GTA 4/5 Style Helicopter Warning Alarm Security Van Heist V2 Bullet Casing Sounds V2 GTA 5 Mission Failed Phone Improvements IV Carjacking Camera Style Mission Passed IV Style Climb Camera Rosenberg Busted Audio IV Style Fall Effect Personal Vehicle (SA Style) V Style Fall Effect Unused Detonator Animation V Style Garage Camera V Style Rolling V Style Diving Flying Fix Stealth Retro Epsilon Walk Effect Fix V Kill Flash Effect Bullet Drop Sound +18 Mod! Hold Armed Hold Armed Gangsta Style V Fight Aim Silent Murder Fix Throw Grenades Tiring Sounds V Camera Fix Interact with Peds Sprint and Run Footsteps Ped Database Project Cleoude (80's Claude) New Catalina C.R.A.S.H Sweet 80's Tenpenny C.R.A.S.H Vance Brothers Cutscene Ryder3 & Ryder without a Cap Sweet without a Cap New Fam Member C.R.A.S.H Big Smoke Improved Default Armoury For Cutscenes Bren Ten Pack VCS STYLE WEAPONS Drive Thru Cutscenes Fix Epilogue Cutscene Weapons Fix Mike Toreno Cutscene Weapon Fix High Noon Cutscene Weapon Fix End of The Line Cutscene Weapons Fix Stowaway Mission Weapons Fix Realistic Pistol Anim V Style Radar Icons HD Decal for Ambulance IV Carjacking Camera Style Beta & Artwork Characters Part 1 RE:LCS Cutscene Characters into the gameplay Big Smoke Vest Vic Vance Cutscene Facial Animation Fix Beta & Artwork Characters Part2 Intro Cutscenes Fix Rifle Range Cutscene Animation Fix Improved Default Armoury For Cutscenes
  8. UpdatedSCM is an SCM mod for GTA: Vice City to enhance the gameplay a bit, while also fixing little bugs. It has things like MC Tommy, some beta cell phone conversations, more ped variety in certain missions, mission corrections, improved 'Supply & Demand' mission, skippable intro help messages, skippable phone calls... Download the latest version here. (Yes, this includes everything now.) ...And check out its changelog to get more idea about what it does. Besides the main variation's SCM, there are also two other SCMs, depending on your need: Save-Friendly SCM: this has most of the changes from the main variation up until a certain point that does not necessitate a new game. (The changes you do not see here compared with the main edition are all those which require a new game and thus would crash the game while trying to load it.) So you can use this with your old saved files. (Still: be cautious and beware that your save files might become corrupted if you overwrite them, so at least save in a different slot or backup your save files if you use a new SCM.) Without MC Tommy SCM: the only difference between the main variation and this one is that this does not contain the MC Tommy model addition. Only the latest version's changelog is included here (which applies to both the "main variation SCM" and "without the MC Tommy SCM" file - the save friendly SCM's changelog is in the download):
  9. DGTA

    [REL][VC]Ken Rosemberg HD

    Ken Rosemberg HD by DGTA | -----------------------------| Created: 12/09/16 | -----------------------------| Ken Rosemberg with HD textures! Hope you like it! To make it I used as a base the mod HD Tommy by vakooja (http://www.gtagarage.com/mods/show.php?id=4113) If you want HD hands like in the screenshot download the 3D model contained in the mod CS Characters 10th Anniversary Edition by Forever L (http://gtaforums.com/topic/695851-vice-city-cs-characters-10th-anniversary-edition/page-1) This mod is part of a bigger mod that I will release when it's ready! Feel free to use and edit this mod as you like, just not pass it off for yours and quote me (DGTA) and the original creator, vakooja. -----------------------------| Installation | -----------------------------| 1) With Imgtool 2.0 open the file gta3.img and search the files CSken.txd and IGKen.txd 2) Replace them with Commands -> Replace with the modded ones contained in this archive 3) After replacing them click on Commands -> Rebuild Archive -----------------------------| Thanks | -----------------------------| Many thanks to vakooja because without him this mod would never have existed! -----------------------------| Screenshots | -----------------------------| HD Ken Original Ken -----------------------------| Download | -----------------------------| MediaFire
  10. Matt1010

    Matt1010's Workshop

    Hello and welcome to my workshop! Here you will some of my mods that I have created over the past few years or so. Hope you like... at least... one of them. Of course, there's more to come. Eventually... someday... I don't know myself. (PSSST, CLICK ON THE IMAGES FOR LINKS)
  11. 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.
  12. Vortrex

    GTA Connected

    GRAND THEFT AUTO CONNECTED Main Page • Forum • Download • Discord • Wiki What is it? GTA Connected is a universal scriptable multiplayer mod for GTA III, Vice City, San Andreas, and IV Wait, another multiplayer mod? In short yes. However, GTAC is unique since it provides a unified multiplayer experience for multiple games. It supports the built-in gamemodes for GTA IV right out of the box for that vanilla IV multiplayer experience previously seen on GFWL It's also the only actively updated multiplayer mod for GTA 3! What is the scripting like? We have a script-once, run-anywhere system so your GTA Connected resources can work across all supported games. Three scripting languages available: Lua, JavaScript, and Squirrel. (Scripter's choice, and can be mixed in the same resources) Any cool features I should know about? Tons of them! The list is too long to put it all here but here's a few: Play both offline and online. Dynamically growing/melting snow. Custom objects. Peer-2-peer sync. Synced peds and traffic, and so much more!
  13. The Hero

    PS2 and Xbox map for PC

    Hey guys, here's the PS2 III map working in the PC version, have fun: http://aap.papnet.eu/gta_/ps2_map_iii.7z EDIT: and VC as well: http://aap.papnet.eu/gta_/ps2_map_vc.7z EDIT: I converted the III Xbox map now http://aap.papnet.eu/gta_/xbox_map_iii.7z EDIT: and VC: http://aap.papnet.eu/gta/neo_map_vc.7z For the Xbox map you need to use the xbox world pipeline in skygfx. For III you also have to increase the Streaming Info size to 6524 and TxdStore size to 1024. Screenshots - first one with lightmaps, second without:
  14. H-G

    H-G's Workshop

    H-G's Workshop About Hello there, and welcome to my workshop! Here, you'll find a database containing all of my mods in one convenient place. I make lore-friendly mods, mostly, and usually post released stuff here, but I might post about WIP works too someday. Grand Theft Auto III Grand Theft Auto: Vice City Grand Theft Auto: San Andreas Max Payne Max Payne 2: The Fall of Max Payne Fanfiction Documentations
  15. 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.
  16. AI Weapon Walkstyles by @H-G About: Screenshots: Credits: Download:
  17. ForeverL

    [VC] (Some) SA Vehicles

    Well, I had to try, at least once. This idea came from something very simple: the repetition of vehicles. There are several vehicles that are used for different things in VC. I don't think it's wrong, but a little variety is good. So it occurred to me to adapt some vehicles from San Andreas, which go well with the VC atmosphere. It's the first time I edit vehicles, so I ask for patience (like everything else). It is not in my plans, adapt ALL vehicles from SA. I don't want to go crazier than I am. @Son Of Big Boss Help/Support Broadway Clover Feltzer
  18. Vice City: BETA Edition is a modification for Grand Theft Auto: Vice City with the goal of returning most, or if not all cut features in development (at least, what is known and/or is possible). This will include/restore things such as removed buildings, cut dialogue, pedestrian looks, general atmosphere & much more to deliver the most authentic experience. All information comes from several sources, such as BradyGames' Official Strategy Guide, Manual / Pre-Release Screenshots & Leftover Files. I don't plan to make anything which has little to no proof of its existence in the alpha/beta stages of the game's development, however some improvising may be done. RockstarVision ModDB GTAInside The latest version currently out is V3.5.6. The progress list above will be updated until and once a new version is released. *All names featured next to changes are their respective "author", all changes without a name specified are done by myself. gamebyte.com | gamingdeputy.com | dsogaming.com | play4.uk games.mail.ru | vgtimes.ru | gamerawy.com | muycomputer.com | merlininkazani.com *Anything above could be very outdated and not represent the mod as it currently is! Script Documentation found here. This is currently a small list that is being expanded on, as I'm still looking at screenshots and such for new information. Any help is appreciated. @Kalvin - Project Creator (map, script, peds, etc) @Dominik_ - SCM edits @Son Of Big Boss - Vehicles @Ash_735 - HQ PS2 Audios @Crspy & @Nick007J - NoReposition & Script help @ermaccer & @Matt1010 - Weapon & Audio help @fastman92, @HackMan128, @maxorator & @ThirteenAG - IMG Console, SFX Manager, MVL, Widescreen Fix @Fire_Head - HUD [V3.5.5], slashed tires, all cars are helis cheat, etc. @Gamerjman19, @Mr. Jago & @Sergiu - Help with research, feedback & bug-testing @George Costanza - PS2 files & changes list, bug-testing @Matias_Montanna & @Vadim M. - References & research @RM76 - Carcols [V3] @Sergeanur - Ped Speech Patch @Solidcal - Weapons [V3] @Surya926 - HUD & marker colours [V3] @The Hero - Vehicles [V3], SkyGFX, misc. @TripleAs - Pedestrians [V2] @Vlad Viper - Texture help @Xinerki - HUD & Marker colours [V2] Like BETA mods? Be sure to check out San Andreas: BETA Edition! Alpha mods as well? How about Grand Theft Auto: 3D? Feel free to join any discussion of the modification, other beta mods & stages of development in Rockstar games here: https://discord.gg/STpNF57BKX Appreciate the work? Feel free to help 'buy me a coffee': paypal.me/kalvingfx
  19. Fade-Away Fades by @H-G About: Download:
  20. 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
  21. 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!
  22. UnitedMel

    Stories Locations: Vice City

    Le Singe d'Arbre Cafe in Little Haiti Compatible with VC Map Fixes v2.2 by Rocky24pl. Donwload Features: • VCS textures replaced with VC counterparts with higher resolution. • Improved UV-maps. • Improved wooden fence model. • New pre-light. • New collision with proper collision materials. What's missing: • Vents on roof. • Glendale spawn point. Credits: • VCSPC Team • Rocky24pl Screenshots:
  23. 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: 3.7.0 Released: 2021-01-30 Further reading at GTAMods.com: Sanny Builder Mission_Scripting (Overview) CLEO Follow me @SannyBuilderDev | Dev Page on GitHub
  24. 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
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