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  1. nonamenoname

    SAMP Addon

    SAMP Addon 2.7 R11 Download installer Download rar - features missing in rar version: new samp.exe with Telegram style design with night theme Map with transparent map mods 0.3DL It's possible now on SA-MP 0.3DL to connect to 0.3.7 servers! More FPS In SA-MP: Ping decreased average by 4 (from 0 to 8 (from 0 to 2 in DL)) It's possible to use loading models for pickups Bugs fix SA-MP: Fixed server objects interaction bugs: Crashfix SA-MP: SA-MP 0.3.7R1/DL improves: SA-MP 0.3.7R1/DL fixes: SA-MP 0.3.7R1/DL crashfix: Improves SA-MP: SA-MP 0.3.7/DL samp.img: New models: More FPS: Fixed FPS issues: Graphic: Improves: Multimonitor: Audio plugin from incognito for SA-MP Bugs fix: Crashfix: Fixes in other mods: Changes need to server owners: SAMP Addon is client from gta-samp.com/sa-mp.ru Absolute Play this thread for allowing to use this client on english servers
  2. Jack

    Wanted Level Editor

    PROJECT WANTED LEVEL EDITOR Go down for download links. About the mod: - 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. 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. An example of how to add new vehicle ID to the police pursuit (ID = 5683): DOWNLOAD LINKS: Wanted Level Editor version for SA Wanted Level Editor version for SA Wanted Level Editor version for SA // Wanted Level Editor v1.10 for SAxVCxLC Wanted Level Editor v1.01 for GTA UG // removed Wanted Level Editor for Vice City v2.8.4.E Wanted Level Editor for Vice City v284D Wanted Level Editor for Vice City v2.8.4.b Wanted Level Editor for Vice City v2.8.4.8s WantedLevelEditor for gta3 v2.4 WantedLevelEditor for gta3 v2.3
  3. All 3 cities in one map! Hey guys here is a project I have been working on the past couple of months. I shared a video about it in fastmans limit adjuster topic a while back and now I'm finally ready for a public release. In a couple of weeks I wont really have much time to work on it anymore, so I figured I might as well release it before it goes to waste. I do not like writing long posts so I'll get straight to the point. GTA SAxVCxLC V1.5 HAS BEEN RELEASED !!! DOWNLOAD(1.5) All credit for this version goes to @artginPL, @chaosbginwenrealityend and @Jack, they have done a phenomenal job. I'm just providing the download link. Change Log: Version 1.4(and 1.4.1) Version 1.3 Older versions: Version 1.2 Version 1.1 Version 1.0 Out of date GitHub versions: About: SAxVCxLC basically adds Vice City and Liberty City into the San Andreas map with the use of fastman92's limit adjuster. In addition to adding VC and LC, I have also created a new seafloor to cover the much larger map and there is now a temporary land addition north of Liberty City. Maybe eventually I will make something up there but for now its just there so that the LC cliffs do not just abruptly end. The mod works with an original main.scm, although I have only tested the first couple of missions. Since it doesn't change any of the original game files, I don't see why it would not work throughout the whole story line. Important Note: I do not intend to have this mod be competition for SOL/Underground. We have two different goals. SOL/Underground intends to create a much more immersive mod, while the intention of my release is to provide modders with a base to build their own mods. This mod is intended to be free for anyone to use. If you wish to use these files to create your own mod, feel free to do so, all I ask is that you give credit. Media(Screenshots/Videos): I'm sure most of you have already seen all of the cities in this mod, but here are a few screenshots of how VC and LC look in this mod. San Andreas has been left untouched, so no point of showing it. http://i.imgur.com/cZNNl3fb.jpg http://i.imgur.com/s8PoYzXb.jpg http://i.imgur.com/NMPt2wwb.jpg http://i.imgur.com/ZNemtlUb.jpg http://i.imgur.com/rcoqYMQb.jpg http://i.imgur.com/zvXbcz4b.jpg http://i.imgur.com/FYa3yw5b.jpg http://i.imgur.com/6wx1y9db.jpg http://i.imgur.com/j3q4k8yb.jpg Album available here: http://imgur.com/a/D2Io8/all Map Videos: Original Author: PlatinumSerb Current Lead Developers: @artginPL @chaosbginwenrealityend @Jack Credits/Special Thanks: @fastman92- Limit Adjuster, IMG Console, Debugging @goodidea82 - Infrastructure, Installation @HeicoDE - Development 8.5+ inan.ahammad - added garages in VC, testing/bug reporting artginPL - ENEX/Interior Markers, Patches, Conversion of music for radio @Swoorup - PathMover, COLRenamer(old program ), Conversion of LC and VC paths GTA: Liberty City Team - Use of GTA:LC map OpenVice(@NTAuthority) - Use of Vice City map @Silent - ASI Loader and Extended Gangs ASI F - use of GTA VC cars Converted to SA @cj2000 - use of GTA VC and III vehicles Kam - Kam's Max Scripts Deniska - 3dmax script pack x-men - 3dmax scripts/IMG Manager @Seemann - CLEO @ThirteenAG - Project2dfx @Beckerbrasil- testing/bug reporting @Junior_Djjr - Overhaul of CLEO scripts @ZAZ - some of his CLEO mods were crucial for debugging/getting around the map. X-Seti - original concept of combining GTA III era cities so he deserves a shout out Squad - testing/bug reporting, map fixes @Crspy - ModLoader installation fix @DK22Pac - for his 2dfx tools which helped immensely in the making of the LC ped attractors as well as lighting and smoke effects. The compiler/decompiler is crucial for this. @gold_fish - for his new and improved Kams 3ds Max Scripts which helped immensely in the making of the new LC port to SA. @DexX - for 3ds max scripts sa_tools which also helped in the creation of 2dfx effects @santosvagos - Testing and bug reporting. @TKat - Testing and bug reporting. This mod wouldn't be possible without these great people/mods. Thank you. Thank you Rock* Games Latest Download: For the latest download of the mod please visit our GitHub Page. Download Links Stable Build: https://github.com/goodidea82/SAxVCxLC/tree/master Experimental Build: https://github.com/goodidea82/SAxVCxLC/tree/Experimental
  4. SlingShot753

    SlingShot753's Workshop

    Hello everyone! Welcome to my Workshop. Here you will find Skins, Weapons, Clothes and more. Check it out below, and enjoy!
  5. Thunderhead

    Thunderhead Speed Shop

    Well, long time no see, huh? Fret not, I'm not dead. Plenty of stuff to take care of IRL however, bricked 2 computers, yadda yadda... But now I'm in a shape to mod again. I've removed my previous mods as my work quality improved and what was here was outdated. But I might do it back again, who knows! In the meantime, please enjoy this very much product-improved engine pack. Details in the spoiler. Released Mods: Ressources: Feel free to use my ressources/mods as long as you credit me and do not upload them elsewhere. If you see them on another site, I was not the one who uploaded them. I would also like to drop a big thank you to my friends @Crack Yo' Neck, @direct, @RM76, @Razor440, @savidge and @RacingFreak for their advice, opinions and help on my mods. Thanks also to all who use my mods and dropped supportive words!
  6. This is a type of trainer that hasn't been made before for 3D era games (at least not to my knowledge), very similar to a typical trainer for GTA IV, but with many more features, such as editing handling and weapons in real time, triggering gang wars, executing any opcodes you want, etc. Controls: F7 - open/close menu Num5 - enter menu Num0 - exit menu Num2/8 - scroll Hotkeys: RCTRL + Num1 - Fix Car RCTRL + Num2 - Flip Car RCTRL + Num3 - Clean Car RCTRL + F2 - Toggle Special Godmode Semicolon - Infinite Ammo 0 - Always Godmode Apostrophe - Move forward through door Square bracket left - Never Wanted Square bracket right - Car Speedup F6 - Airbreak DOWNLOAD HERE ( Screenshots:
  7. WARNING: DON'T DOWNLOAD AS THERE ARE SO MANY ISSUES You could also call this 'Things To Do In San Andreas: Lite Edition' Storyline Enhancement Mod aims to expand the main storyline in San Andreas with many dialogue, text and model tweaks for the purposes of fleshing out relationships, atmosphere and overall presentation in a lightweight (as much as it can be) and mod friendly fashion. Deezire's wonderful 'Things To Do In San Andreas' mod is one of, if not the best, mods out there. However there were many design choices that, while they were ingenious in their implementation, I did not fully agree with. I cannot take full credit for the majority of the code in this mod, as Deezire can be attributed to that. My part in this is simply adding tweaks, cleaning up and fixing some bugs that were leftover in the base game and TTDISA itself. New characters added throughout the missions do not affect free-roam pedestrians and as such, only appear in select missions. This is to ensure compatibility with other mods. SCREENSHOTS PROGRESS Los Santos - 100% - COMPLETE Countryside / Badlands - 100% - COMPLETE San Fierro - 100% - COMPLETE Desert - 100% - COMPLETE Las Venturas - 100% - COMPLETE Return to Los Santos - 100% - COMPLETE FEATURES Los Santos Countryside / Badlands San Fierro Desert Las Venturas Return to Los Santos Side Missions Misc REQUIREMENTS A downgraded (1.0) version of the game An IMG Editor RECOMMENDED SilentPatch (Fixes a lot of outstanding issues with the game and is generally required to have a sane playthrough) Modloader (Highly recommended. You never have to replace a single original file in the game with this, so if you don't like the mod you can just delete it easily) DOWNLOAD BETA_1 BETA_2 Please note that any save files you might have won't work with this mod installed, so you must start a new game UPDATE LOG INSTALLATION (If you have Modloader installed) Drag and drop the modloader file into your San Andreas game directory (If you don't have Modloader installed) Extract the contents of the 'Storyline Enhancement' folder to the game directory and overwrite, insert the contents of 'gta3.img' into the gta3.img archive using an IMG editor of choice (IMPORTANT) Insert the contents of the 'anim' folder into the cuts.img archive using an IMG editor of choice REPOSITORY https://github.com/Laremi/GTASA-SEM CREDITS Deezire (For creating TTDISA and the majority of this code) Rockstar Games (For this masterpiece and all the leftovers that have been re-enabled) Various modders (who made the character models and supporting TTDISA further) Laremi Story (Further tweaks, bugfixing, compiling everything) IMPORTANT NOTE If the original creators of above have a problem with this modification and the contents inside, feel free to throw me a PM or a request. I would like to emphasise that my involvement in this is a very small part; I am only building on the foundations of what these creators have made and do not take credit for the full code.
  8. Updated and improved version of KAM's scripts. Based on the original Kam's scripts. This script was tested in 3ds max 2009 and 2012, 2017 and 2020 Complete with the script there is a fixed and updated GTA Material Download the latest version of the script https://yadi.sk/d/DQMt4tMM3TTV5e or https://drive.google.com/open?id=1hjKlZzNjxilEBfDGrSIN2iJF-1xSwVxU Changes and updates: - - - - - - - - - - - [ DFF IO ] - - - - - - - - - - - - - - - - - What was added: (17.05.2020) - checkbox 'Mesh Fix', necessary if polygons are mixed after exporting the model (28.10.2019) - choice of material before you import the DFF (GTAMat or standard) (17.03.2018) - mass import and export DFF's - import / export Night prelight - import / export Vertex Alpha - import / export UV2 channel - import / export 2dfx (only light sources) - optional interface for configuring 2dfx - additional locking dff (new) (23.03.2018) - import / export Bump maps - import / export Dual maps - import / export Normal Map and Reflection (Adaptation for Normal map Plugin from DK) - auto-save the interface settings DFF IO after each change What's been fixed: (17.05.2020) - 2DFX setup interface - export of materials - minor fixes and updates to the script code (20.11.2019) - import of multiclamp models (with clump UV Anim section) - other minor code fixes and improvements (28.10.2019) - import 2dfx (fixed a critical bug) - import map IO texture extension - UPDATED map IO script and improved its compatibility with the latest version of the DFF importer - updated script interface - other minor code fixes and improvements (01.09.2019) = compatibility with MAP IO (17.03.2018) - exporting a hierarchy of models - export of normals - import of color from light sources 2dfx (23.03.2018) - export models of characters - importing a model hierarchy - general script code repair Additionally: (31.05.2020) - additional tools have been added to the GTA Tools menu (for a list of all available tools in the KAM script, click here https://vk.com/page-99725313_54168827 ) (17.05.2020) - added the script 'Vehicle Scale Helper' in the GTA Tools menu (script for changing the scale of transport) - Added a script 'Object Explode' in the GTA Tools menu (script for dividing the landscape into even parts) (20.11.2019) - added checking the dimensions of the model before exporting to the script of mass export of collisions in CST(export_steve_col_script.ms) - added more warnings and tips when exporting - added export log ( F11 listener) - updated and improved script interface - added optional UV2 coordinate compression - added additional tools to work with the model - added progress-bar and fixed script freezes - added default settings for exporting prelite - added menu GTA tools scripts in the top menu bar 3ds max ( ) - - - - - - - - - - - [ Map IO ] - - - - - - - - - - - - - - - - - What was added: (31.05.2020) - additional tools have been added to the GTA Tools menu (for a list of all available tools in the KAM script, click here https://vk.com/page-99725313_54168827 ) (20.11.2019) - added mass IPL import - added import of map models with any (custom) texture extension - added the ability to select model material when importing - added binary ipl import (when importing, you must specify the path to gta.dat of your mod / game) - added the ability to select IPL sections for import (you need to put a checkmark in front of the desired section) - added the ability to fake map import (instead of map models, planes will be created) - added button to launch EMAPTool script of the latest version, designed for easy export of map mapping to IPL / IDE - added a detailed log when importing a map - added progress bar when importing map - added statistics of loaded map mapping - the script code has been improved, now it is more likely that the script will not crash due to an error, but will issue warnings in the log (F11) and continue its work - added more warnings and tips to help identify most of the errors on the part of the user - EMAPTool officially became part of the KAM script and is located in the '/ scripts / GTA_Tools (GF) /' folder (it is recommended to check for an update of this script in the VK site of the script author group) What's been fixed: (31.05.2020) - [EMAPTool] added more decimal places to model coordinates when exporting to IPL (17.05.2020) - [EMAPTool] added more decimal places to model coordinates when exporting to IPL (20.11.2019) - improved and redesigned script interface - improved and revised map import code - fixed import of multi-clamp models (with clump UV Anim section) - fixed the problem when import was stopped due to incorrect IPL / mapping - IPL import with comments has been fixed (all comments in Cyrillic should be at the beginning of the file BEFORE the INST section!) -------------------------------------------------------------------------------------------------- Additional utilities: - Prelit Tools the script for mass configuration prelite - Fix models pivot script for mass alignment of the pivot position of the model to integer coordinates before exporting the mapping - Align pivot to center script for mass equalization of pivot in the center - Col Export (mass) script for mass export of col (cst) [COL IO] - not changed [iFP IO] - not changed Authors ========================= - 19.12.05 - Kam, Odie, Pioneer Official post on the forum: - 17.03.2018 - Goldfish - [email protected] / https://vk.com/vk.goldfish Updating the script: 31.05.2020 (v 0.3.7) For questions and suggestions, write here (support): https://vk.com/topic-99725313_37821803 ================================================================= Script features:
  9. Gangster SWAT Fix About: Ever noticed how the highly trained SWAT operatives use Micro SMGs like true gangstas? Always wanted a fix but never found anything good enough anywhere in the interwebs? Well look no further! This little CLEO script changes the SWAT members default Micro SMG to an MP5, effectively removing them from thug life! Pics: Before After DOWNLOAD Source: {$CLEO .cs} 0A8C: write_memory 6151585 size 1 value 29 virtual_protect 1 0A8C: write_memory 6151594 size 1 value 29 virtual_protect 1 0A93: end_custom_thread
  10. Blood Tiger

    [WIP|SA] Zombie Andreas

    Zombie Andreas is a modification for "GTA: San Andreas" which completely changes the entire gameplay of the game. Zombie Apocalypse came to several States because an unknown infection has infected most of the population! The remaining people are trying to survive and don't get murdered by each other. Version "Complete" is almost the ultimate squeezing juice from RenderWare engine - new content, improving all the old features. And the gamemodes on the GTA 3, GTA VC, GTA LCS, GTA VCS maps and more! Storyline Mode A story about Mike that confronts with death of his wife - Amanda. Under he's life after tragedy he will meet miscellaneous characters, interesting adventures and plot twists in this hell! Escape Mode The main objective in this mode is find a walkie-talkie, and escape from the state in a certain time - 60 minutes. As soon as the mode starts, the game selects a random character, given random weapon(s) to him, a random stock of items and will put him in a random situation - it all depends on the difficult. For example, at the start he may already driving a car and running away from bandits or, for example, find himself in the forest alone with the marauder. Also, player can have a teammate, or even a team. Full team is 4 survivors (with player). However, you can't just escape on your own - you need a walkie-talkie. There are also various camps scattered throughout the state where your game progress can be saved. However, saving takes 6 minutes. Different factions will meet along the way - farmers, bandits, military, and police. Bandits and the military will be hostile to the player - they will trying to kill him in any way. Farmers and police are friendly until the player will provokes them. Marauders will also meet - these are loners who will try to eliminate the player. They will always be hostile to him. Do not forget about the usual infected, which will occur at almost every step. These are not the zombies that we used to see usually - infected fast, strong, even somewhat smart. There are also special infected ones, they are stronger and have different abilities. A Tank, for example, can throw heavy objects, and a clown can attract zombie attention. The player needs to go through everything and escape. In order for a player to escape, he needs to leave the state. This must be done with the help of a walkie-talkie, which must be used at the point of salvation. After calling the rescue, the player needs to withstand the horde, which lasts several minutes. Time depends on the difficult. Also, towards the end, the player will have to kill the Tank. To complete the rescue, the player needs to wait for the rescuers who will arrive on the vehicle, and then get into this vehicle. After that, the mode will be completed. Faction War Play as one of the factions (military, bandits, police and farmers). In this mode, you need to fight a war and clear the whole state. In this mode the player are fights for the chosen faction: farmers (only on SA map), military, police, bandits. Police and farmers are forming a single fraction of the survivors. The gameplay of this mode is the destruction of members of hostile factions and the capture their bases. The ultimate objective in this mode, of course, is to capture all enemy bases and destroy all enemies (the residual number of which is noted in % (when capturing the last base, all opponents are taken away by 15% of the number)). However, in the case of too many deaths of members of your faction, (if their percentage drops to 0) you will lose. With the loss of allies, after a while new ones appear on the map, and they can be immediately teleported to the car. In this mode, there are no special infected. So you can focus on the battle with the rest of the enemies. Also, if you play as the Military, a military helicopter will fly to your aid, shooting down enemy helicopters. But if you are not playing as the Military, your helicopters may also be defeated. Survival Mode Survival is the most global gamemode in which the player has enormous freedom of actions and the absence of restrictions in anything. He can loot buildings, drain gasoline, capture enemy camps, complete quests, upgrade vehicles and much, much more. For each useful action, the player receives a little experience. Each specific amount of experience gained, the player receives a new level, gets 5 perk points (+10 for every 5th level), and the required amount to the next level grows exponentially. The player also receives a small portion of experience for each day spent. There are 35 perks, and for pumping most you need a certain level. The perks themselves also have a level, which allows them to upgrade their more advanced versions (after opening their first level, of course). Every 2-3 days in the State, an airdrop is dropped from the plane, which can be picked up (this is connected with one task; more on that below) and get useful supplies from it. However, instead of waiting once in the same period, you can call Airdrop yourself, through the radio, at a great distance from the camps. There will be more supplies in the Airdrop caused by yourself than in random, but this will attract the horde and aggressively-minded survivors, such as bandits. Each month, the virus mutates little by little, due to which the infected ones become stronger. Also only in this mode mechanics are present. The camp leader can not only provide supplies, but also tell the story of his camp. Every 12 minutes, the Leader of the camp has a quest, which, when taken, is generated from five options: Saving a stalker - the quest is to find and save the stalker of the camp, which did not come out to connection. If a player does not have time to find a stalker in a given radius in 4 minutes, he will die. However, not everything depends on the player - if luck turns in the wrong direction, the target may die even in case of success on the timer. Transportation of goods - you need to arrive at the camp with which the leader who issued the quest wants to establish a connection, and with the leader’s gasoline take their truck to their camp. Destruction of special infected - you need to kill the mutated infected, who came too close to the camp. Picking up an airdrop - is the first to pick up Airdrop, which should soon be thrown off at a certain point, and you need to bring supplies to the camp. Capturing the base - revenge for the murdered novice stalker. The player needs to capture the base closest to the camp. Holding Mode (Only on SA map) This mode is consisting in an improved escape as in Escape Mode, but with waves of infected, with weapons and body armors that given after the end of each wave. And choice of maps (with medals for the time that the player spent on the map without dying (and a gold medal for salvation)). There are 9 holding points on the map: SF Airport El Castillo Del Diablo Shooting range in the desert Whetstone Zombotech Big Ear Motel Farm LS Airport Versus Mode Versus is an unusual mode where a player are fights for one team against another, changing teams each round - he can win back the survivors, or be one of the specials infected, who needs to kill the survivors. The total number of rounds is 5. To defeat the opposing team in the allotted time, you need to score more points than opponents by killing members of their group. Likewise, for the death of your allies, enemy team receives points. After the death of a player, no matter what team he is in, he will spawn in a random place with random weapons (if he is a survivor) and a skin, but the round continues, and the opposite team is given 15 points for defeating you (even if you died without their help). Additional gamemodes: Frenzy Mode Another an unique mode where the player fights against a large number of specials infected with a Minigun (on the GTA III map, an enhanced M16 is used). A total of rounds in mode is 8, each one ends after some time, increasing with each round in an algebraic progression, and which must be experienced in order to pass the mode. In addition to the Hunters, the military helicopters will fly in the sky, bombing all with rockets (however, they usually do not fall into the player). After each round, the player appears in a random place and with a random skin, the same thing happens after death, however, it is worth considering that the number of lives is limited - there are only 5 of them! Mutation Mode A mode where the rules of the "Escape Mode" mode are changed. For completing all mutations (except "HESOYAM") you will receive an achievement. Mutations: To die in four - 3 allies. If one of them dies - the game is over. Lonely survivor - you are the only survivor in the state. One versus all - everyone against you. New dimension - the game in first-person ONLY (disabled on United and Stories maps) f*cking hell - all survivors and factions are constantly on the map. Drug master - your character is constantly under the influence of substances. Four bustards - constant attacks of all 4 special infected in one time. Guns apocalypse - all zombies have weapons. Hardcore survival - a sophisticated Nightmare difficulty. Explosive creatures - every zombie is a Hazmat. Migratory birds - confrontation to 6 Hunters in one time. Melee master - the player has only melee weapons. Moonwalk - moon gravity. TAAAAANK! - confrontation with 4 Tanks in one time. HESOYAM - activation of a random cheat code every 10-15 seconds. Known Issues: The HESOYAM mutation can crash due to the number of activated cheat codes, and this should not be surprising. Zombiegeddon Zombieddon is the only and generally unique mode from the Challenges section, which hosts races based on the Carmageddon game (1997). These races differ from the prototype. Instead of people, zombies are running along the highway, but basically everything is the same: you can go through the race in three ways, there is a choice of maps and bonuses. The mode starts with the choice of the map, and there are 15 in total: Country holocaust Desert crush Bloody coast Utopian port Hellish chili The cliff of suicide Circles around death East Coast Petrol Takeoff and landing One foot in wilderness Ace of spades Bizarre Downtown Crossout Bald eight Ring of anarchy After choosing a map, the player gets to the starting position. He has 9 randomly generated opponents, just like he is randomly generated. In addition, the character displayed in the small screen on the top right depends on the gender of the skin - if it's a woman, then Die Anna, if it's a man, then Max Damage. During race, random bonuses will appear in random places that look like barrels in the air. There are 17 bonuses in total, most of them last 30 seconds from the moment they are received. However, opponents can also take these bonuses, and since some of them give only a local effect, some bonus options are not available to bots. If a player loses the time or destroyed by opponents, the game will over. There are 3 conditions for victory, as in the original Carmageddon: Destroy all enemies. Be the first to race. Suppress all infected. After passing through the map in one of the ways, the corresponding icon is shown in the map selection menu to the right of the map itself. Download "Complete" version: Google disk - https://drive.google.com/file/d/1OuUbxm-d7LyZxY5gh3l4AWm-oUWgLLKi/view Latest Complete build is fully translated into English language and available to play! Of course, some errors and inaccuracies in translation can still be occur, if you find something - contact us. Authors: The authors of the modification - BloodTiger (a.k.a. HeadShooter, Muxan500) & Sergey Makarov The "Complete Team" members, testers, assistants, administrators - Sanek Bunik, Sadl Lampake & Philips_27 First former assistant and "right hand man" - Philips_27 Former member of "Complete Team", tester, assistant to group administrators (23.02.2019-05.05.2019) - Daniil Demchenko (a.k.a. RentSamp) All third-party authors, all authors that tools and programs we used and third-party plugins authors and etc. are listed in the 'ReadMe' file. VK Official Group (RUS) - https://vk.com/za_official Discord Server (ENG, RUS) - https://discord.gg/wYG5Un Note: We strongly recommend reading the 'ReadMe' file, there you can find a lot of useful information about modifications, management, settings, technical difficulties that you may encounter and other things. You can join our discord group if you want to ask us something or you encountered a problem or bug. You're welcome! Have a nice game and welcome to HELL!
  11. MrFinger

    Beta Leftovers Fix - SA

    This mod fixes beta leftovers, which were left in the final game. Changelog: - Added Solarin Industries marking to benson, - Remaked renders inside driving school and otto's autos, - Remaked Sweet & Kendl photo, - Remaked Elegant billboard, - Added final San Fierro map in driving school, - Added final police biker texture to chop cop, - Added final bullet and turismo to thrust magazine, - Remaked RC Zero vehicles models, - Added final map to Toreno's ranch and in Lil'Probe'Inn bar, - Remaked some radar textures, - Remaked current RT maps, - Changed VLA tag color to turquoise, - Changed cutscene Emmet and Ryder texture to in-game one, - Changed glock17 to colt45 in cutscenes, - Added final vmaff4 texture to cspunter, - Changed lod texture with xenon billboard to final xoomer, - Changed valet's shirt texture to that same as CJ one, - Added final wheels textures to the Glensh*t, - Changed beta clothes from the interiors, to the final ones, - Added new wheels to the Forklift and to the RC Bandit, - Added final weapons to cutscenes, - Changed logos in these textures (in first pic there was gta 3 logo and in second gta vc logo), - Fixed collision here (thanks to Kalvin), - Fixed police biker tank top, - Fixed rhino lod (thanks to Kalvin), - Fixed Ranger front lamp and added "SAPD" marking to Enforcer (thanks to Hellen), - Added final vehicles to cutscenes (thanks to Hellen), - Added final peds to cutscenes (thanks to @Jeansowaty and @Brooklynzsmac), - Changed Grove St. and San Fiero tattos, - Changed map inside Arena 51, - Changed maps inside the trashcans, - Changed OGF tags to GSF, - Changed wheels on this building (thanks to @Kalvin for collision), - Changed Bee Bee Gone! texture to the Let's Get Ready to Bumble, - Changed Jim's Sticky Ring to the Rusty Brown's, - Changed car wrecks, - Changed Walton wreck, - Replaced Heat billboards with jogger, - Changed Zip ad with the women, - Replaced Python with Desert Eagle at the Ammu-Nation building in Los Santos, - Changed hippy statue at the Hashbury,  - Changed map on this sign at Santa Maria Beach, - Changed Big Smoke statue at the Crack Palace, - Changed Sweet cutscene model, - Changed Kendl in game model (thanks to @ermaccer for fixing the rig), - Added 2D sterring wheels to all cars, - Removed helicopter landing from the radar at the Easter Basin Naval Station, - Fixed Sprunk cane rotation, - Changed logo on cutscene Maccer, - Changed Dodo wheels, - Changed OGF graffiti from the B dup's house, - Changed road from the intro cutscene to the one from LS Airport, - Fixed in-game Rosenberg glasses, - Added many (but many) textures from Manhunt and GTA VC with higher quality (not all of them are shown on the screens), - Fixed untextured objects inside Michelle's house, ProLaps store, guard houses at the airports and at the boat school (thanks to @Kalvin for fan), - Changed Hotknife in the Loco Low Co. garage, - Retextured LS Tower and some parts of Santa Maria Beach with textures from gta 5 (it was a experiment but i decided to implement it to the mod), - Changed icons of micro uzi, sniper, pistol, silenced pistol, tec9 and parachute (thanks to @Brooklynzsmac for sniper and uzi), - Fixed untextured windows inside Wheel Arch Angels and changed beta grove wheel in Loco Low Co, - Changed calender with Blade at the bomb shops, - Changed inscription on the jump ramp, - Fixed braking and lightson texture on all motorbikes, Quad, Kart and Combine Harvester, - Added windows to the bus stop, - Fixed this building UV map and night windows, - Changed car toy boxes in Berkley's RC Van, - Improved trains a lot (added horns, seats, more lights, colors, more numbers etc..Thanks to @Son Of Big Boss for mapping texture on horns), - Made the Dozer, Dumper(+addded damage parts), Bandito, HPV1000, Combine Harvester(+added damage parts) and Baggage colorable, - Added damage parts to all helicopters (+made the sparrows, Hunter, Cargobob and Raindance colorable), - Made the Rhino, Patriot, FBI Truck, Barracks, SWAT Van and Hydra colorable and added setting for them so they will appear in more colors, - Fixed unshotable DFT-30 windshield and fixed Hotdog door, windshield and trunk damage parts, - Fixed Caddy unbreakable windshield and fixed damaged version of rear bumper, - Fixed Ryder's untextured objects. - And much more stuff. Downloads: Download link for version 0.5 (stuff from "Added Solarin Industries marking to benson" to "Changed VLA tag color to turquoise"), Download link for version 0.6 (stuff from "Added Solarin Industries marking to benson" to "Added final weapons to cutscenes"), Download link for version 1.0 (stuff from "Added Solarin Industries marking to benson" to "Added final peds to cutscenes"), Download link for version 1.1 (stuff from "Added Solarin Industries marking to benson" to "Changed Jim's Sticky Ring to the Rusty Brown's"), Download link for version 1.2 (stuff from "Added Solarin Industries marking to benson" to "Changed calender with Blade at the bomb shops"), Download link for version 1.3 (everything from the changelog). Thanks To: Brooklynzsmac, Kalvin, Hellen, Jeansowaty, ermaccer, Son Of Big Boss - for help, frankandbeans, CoolMods, Napoleone, Matt1010 - for suggestions. Like a mods like that? Check out the III and VC version.
  12. (Japan) GTA Love

    GTA SA Mobile Graphics to PC

    GTA SA Mobile Graphics Welcome, this Mod is a Mod version of the PC version color, car reflections and buildings appearance mobile version. Use Mods Colorcycle by The Hero SkyGFX by The Hero Timecyc by (Japan) GTA Love Widescreen Fix by ThirteenAG Download -removed- Mod Test Picture Patch Works GTA SA 1.00 / Only Work Please put it in the download file in GTA SA (Please use it with the installation destination file SkyGFX (The Hero) recommends using my setting) Sorry my English
  13. thalilmythos

    Unarmed gangs fix

    This is a simple mod that aims to do what it says. Features: -Gangsters armed: every unarmed member of a gang will pull a gun out if they see you have one yourself, no more ballas running away from you, this is also a work around, for the broken panic system of the gangs, they won't run away scared and then stop after 5 seconds. https://www.mediafire.com/file/ktsbonpz955a1a5/RE_unarmed_gang_final.7z/file
  14. ANNOUNCEMENT!! This mod is discontinued. The reason is this mod runs on CLEO script, which is very not suitable for things this mod does. I've pushed many CLEO's limits with this mod which resulted in more errors than i could handle. If i ever maintain this mod again, likely i'll had to learn basic programing. (Was never a programmer to begin with, Sanny's coding simplifies a lot of things.) So hard warning, this mod has bugs and unstable. One last note, i have retired from GTA modding entirely. (Likely obvious, it's been a year already). And i don't check GTA sites often anymore, so don't expect me to answer bug reports. Especially this mod. =================================================================================== Advanced Customizable Elements HUD, or Ace HUD is a CLEO HUD script featuring extensive customization via config file. There are two different mods, Ace HUD v2.0.1 and Ace Statbox v1.2. You can use them separately. CUSTOMIZATION Many properties of each HUD elements can be adjusted including position, size, color or font type. PRESET & SCREENSHOT The extensive customization allows many display layout variations which can be unique to each other. Below are example of custom HUDs made by modifying config file, which is included in the mod file. DOWNLOAD ACE HUD v2.0.1 - ACE Statbox v1.2 REQUIRED newOpcodes.cleo 2-PLAYER SUPPORT An add-on to for second player is available in development stage, but so far works fine. Feedbacks and issue reports would be appreciated since i can't test it myself. ACE-2P v1.3.1 (old version) BUGS AND ISSUES - Using other HUD mod with this mod might cause glitch or crash - HUD might not displayed properly in SAMP. Using Modloader or SAMP FXT Fix will solve this problem - Vehicle Name might crash the game if used with limit adjuster. The cause is hacked DFF limit, which mostly only used in map mods. - Textures goes behind every other sprites on-screen. While it's not serious, still counts as bug since weapon icons even displayed behind sniper crosshair. - Latest Widescreen Fix update results in bugged Ace HUD interface. You can install older version of Widescreen Fix + wshps.asi instead. - As stated at top of post, this mod is unstable. So it likely crash. Testing was fine thoroughly on my end, so crashes on other's game are beyond my capability. VERSION HISTORY
  15. 'stote

    'Stote Workshop

    Welcome to my workshop in here you will find scripts meant to be used with moonloader NB0: All my scripts should only be downloaded from here NB1: For any issues encountered with a script send a PM Dive Helmet Mahina hud Manual driveby system
  16. _Dany_

    GTA SA HD Busta

    Since you starting think on Ezekiel as this guy,you are right I was in other country,bored,and coulnd't remember my GTAForum password so I made something to spend free time there came up with this,didn't want to troll anyone no hard feelings,download link is down there somewhere
  17. Doherty Garage - Retexture & Props About: This mod will bring you amazing high quality textures for Doherty Garage.Also some cool props are added around place and it will look more interesting! Screens: Installation: It is very easy to install.Just place "Doherty Garage - Retexture" folder in modloader and that's it!Also you will need modloader installed,asi loader and cleo! Enjoj in this mod! Author:Cohex17 Downloads: GTA INSIDE DOWNLOAD DIRECT DOWNLOAD MEDIAFIRE DOWNLOAD
  18. This "mod" isn't really much, just a few handling lines. These handling lines fit right well with the rest of GTA SA's cars; they do not turn the Hotring Racer into an overpowered 200mph speed demon that outpaces literally anything in the game. They are based on the default handling of the Hotring, and each has advantages and disadvantages. In real life, NASCAR stock cars are "set up" for different race tracks, by means of slight changes to intake size, spoiler angle, tire pressure, and ballast location, to ensure they perform most suitably for the track at hand. Relative to other sports cars in San Andreas, I used the default Hotring Racer handling to represent a Road Course setup, and made small adjustments from there. I suggest saving these all to different ModLoader folders, so you can choose a handling style to your liking. Street Circuit: High grip, high stability, great braking and acceleration, at the cost of high drag and reduced top speeds. In-game, this setup would be best for street racing. HOTRING 1625.0 4500.0 2.2 0.0 0.2 -0.4 70 0.93 0.80 0.48 5 175.0 33.0 5.0 R P 13.0 0.50 0 35.0 1.5 0.10 10.0 0.29 -0.16 0.6 0.4 0.20 0.56 45000 40002004 C00000 1 1 0 Road Course: Default Hotring handling, for use in generic paved road courses like Road America and Watkins Glen. HOTRING 1600.0 4500.0 1.4 0.0 0.2 -0.4 70 0.85 0.80 0.48 5 220.0 26.0 5.0 R P 10.0 0.52 0 30.0 1.5 0.10 10.0 0.29 -0.16 0.6 0.4 0.20 0.56 45000 40002004 C00000 1 1 0 Speedway: High-speed setup reducing drag and improving top speed, at the cost of traction and steering-braking ability, for use in oval tracks such as Indianapolis. HOTRING 1610.0 4500.0 1.2 0.0 0.2 -0.4 70 0.80 0.80 0.55 5 250.0 23.0 5.0 R P 7.0 0.52 0 25.0 1.5 0.10 10.0 0.29 -0.16 0.6 0.4 0.20 0.56 45000 40002004 C00000 1 1 0 Superspeedway: Extreme modification for maximum top speed at the cost of acceleration and traction, as well as asymmetric ballast for maximum efficiency and stability in sustained high-speed left turns, for use in high-banked superspeedways like Talladega and Daytona. In-game, I don't see much of a purpose for this setup apart from exceedingly fast highway travelling, or circling Julius Thruway anti-clockwise. HOTRING 1575.0 4500.0 1.0 -0.2 0.2 -0.4 70 0.71 0.80 0.48 5 270.0 20.0 5.0 R P 6.3 0.52 0 22.0 1.5 0.10 10.0 0.29 -0.16 0.6 0.4 0.20 0.56 45000 40002004 C00000 1 1 0
  19. The topic has been moved because it was in the wrong section -SkyGTA_User
  20. cardboardbox1230

    [LUA|MoonLoader] Weapon Recoil

    Recoil for Grand Theft Auto: San Andreas This is a script written in LUA, causing weapons to recoil when shot. Works with all weapons that can be aimed. Features: Install Instructions: Adapting / Editing Weapons Settings: Download link: V8 - V7 - V6 - V5 - V4 - V3 - V2 - V1 Credits: Changelog: (Also given in archive)
  21. Wanna’ make real dough? Start selling weapons! Modification transfers an update with the same name from GTA Online to GTA San Andreas. One of four available bunkers can be bought by you, in which you can start creating weapons and special vehicles. Mod features: * 4 abandoned bunkers scattered across the map for the player to choose. * Ability to enhance bunker with updates which will raise the speed of weapon production and modification researches. * Completely new bunker interior with custom mapping, which evolves throughout the production process. * Interface that closely resembles GTA Online counterpart. * Comfortable system of development control built in a PC, which is located in the bunker laboratory. * Manufacturing system, that is maximally close to GTA Online counterpart: separate modes of weapon creation and vehicle modification researches, with ability to swap between the modes in bunker control menu. * Mobile Operations center, that have been added as new transport, in which you can modify vehicles and transport them in its back. * Missions dedicated to material thefts and merchandise sales. * New transport that can be assembled in the bunker and that doesn’t replace any of existing transport: modified Tampa, modified Bandito, and Opressor. * Intuitive tutorial system that consists of pop-up hints during the game. In gnrconfig.ini file you are able to change the mod language, by setting one of the following values: 1 – Russian; 2 – English. Changelog: v1.0: * First release v2.0: * Global modification revamp/rebuild. v2.1: * Implemented English language support. v2.2: * Fixed an issue where saving the game with the mod installed broke the save data and lead to following crashes. * Bunker entrance scene now works the right way with high FPS. * Save pickup implemented in the bunker. v2.3: * Fixed patch 2.2 bug which made it impossible to switch to English language. * On-screen indicators are now located properly when switched to English language. * A hint regarding leaving the bunker is now shown properly with English language. * Automobiles now spawn faster and more noticeable for the player inside the bunker. * Ventilation noise have been added to the bunker, improving a feeling of you being inside of a structure and not in vacuum. * Manufacturing devices now make noise during manufacturing process. Download Link
  22. Thunderhead

    Fixed Comet model

    Have you ever been tired of seeing the comet have a front engine V8 and a trunk in the wrong places? I have just the mod for you then! I've replaced the engine in the model by one I've made myself, aka a proper flat 6 DOHC engine, that's put in the back, and under the hood now sits the trunk. I've made the whole exhaust system and centered the double exhaust pipe to fit more, say, logically into it. I used the original comet textures so no need for a separate .dff, just plug this into your game or in modloader and enjoy! Some screens: And the download link:
  23. Guest

    Muscle Customs

    Welcome to my workshop, here I make "Improvements" on existing cars and maybe ones made from scratch in the future. For these mods I suggest using VehFuncs. Here is what Muscle Customs offers: Year 1 Vehicles Year 2 Vehicles
  24. Fenton

    More Restricted Areas

    This mod simply makes the KACC Military Fuels in Las Venturas and the Federal Mint in San Fierro as restricted areas that will give you a 5 star wanted level like the Area 69 and Easter Basin Naval Station. Download Video: Installation: - Put the More Restricted Areas folder in the modloader folder
  25. LaDiDa

    Remade blackjack cards

    Since the blackjack cards in it's vanilla state are in very poor quality I decided to remake them, some cards were upside down or slightly tilted to one side, especially the Hearts looked like their icons were DXT1 compressed at one point before even making it into the final card... DOWNLOAD
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