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SANGA


Opius
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San Andreas New Game Access @ GTAGarage

 

First off, I'd like to point out that I don't want to step on Craig's feet regarding the release of this. I'd love it if we could work together on a 'true' 100% mod. However, at the moment, I've made from scratch a script which enables the features usually only obtainable once completing the game, while still allowing you to play through the storyline if you wish.

 

Please see the link for more details.

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Craig Kostelecky

Nice to see this released, Opius. And just so other people know Opius is the someone else I mentioned in this post.

 

My opened up mod will be targetted to those people who want the basic game that Rockstar released without having to wait to trigger certain things. It's silly to have to pass Green Sabre before you can do the paramedic mission in Angel Pine. But some people want to have to unlock certain things. For example some people want to look for the horseshoes. But if the reward is already given out, then the incentive to search for them is lost.

 

Then there's some people who want everything unlocked for them. And this mod (Opius's) is targetted to that group. So both mods can coexist and we can help each other to make the other's mod better. Isn't this community great?

 

EDIT: I like the name. It's original and it sounds cool. SANGA! SANGA! SANGA!

Edited by Craig Kostelecky
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this is probably a dumb question, but I installed sanga last night. I received all the completion bonuses, but it doesn' tseem like I can start any missions. I don't see the red "mission starter" thingy outside sweet's house, nor any on the map.

 

Did I do something wrong or did I misinterpret what this mod is supposed to do?

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Damn, I'm a dumbass. I must have changed something at the last minute which broke the first mission, and subsequently all missions after.

 

Added a more elegant fix and release V0.11 at the same link. Sorry about that.

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Nice Mod Opius! I have just one Problem. The game crashes some times!
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I'm getting the same problem with crashes...

 

Could it possibly be that I'm purchasing clothes like mad before I the clothing stores should have been opened up for me (i.e. Sweet tells me to buy clothes from Binco)?

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I haven't noticed any more crashes with this installed than without it. SA 1.0 is just naturally unstable.

 

All my mod does is activate the code usually run at the end of missions. It shouldn't make the game more or less stable.

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I figured out the problem.

 

The problem with the game crashing is entering locations (i.e. clothing stores, ammunation, etc) that are not marked with an icon in the map; although you can enter them and still use whatever function they are there for, the game will crash after a while.

 

Also, I think the cell phone missions (such as Cesar's missions after you complete the lowrider challenge) do not work. This is also a problem with the Craig Kostelecky's mod.

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great mod. smile.gif

is there any chance you could add the NRG+Packer spawner (with sprint+lookleft+lookright as the activation button combo) that craig put in "SA Opened Up" for me?

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The game crashed for the first time ever when I used this mod this evening. I've played the game for a week, and hadn't experienced a crash before using SANGA. The game crashed right after the first mission, after I rode the bicycle past the Binco near Grove St.

 

If system specs are needed to help troubleshoot this, let me know. ^_^

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Works fine, could you add a script that spawns:

---------Taxi

-Packer-CJ--NRG

---------Bullet

 

? Would be really appriciated.

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i added the source in manuly but it doesnt apear to work for me i do the first mission (with the bmx etc then the bmx away from ballas) when i get back to groove street theres a red mission marker outside cj`s house but when u step into it nothing happens ??? i tried the already compiled version and apart from all the roads still being blocked it works any ideas where i went wrong?

 

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The compiled version changes a few things in the intro thread. Those are noted to the bottom of the source.

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i placed ;

 

004F: create_thread ££A_TERM_1

004F: create_thread ££INT_1

004F: create_thread ££CELLFON_1656

0459: end_thread_named 'MOB_RAN'

004F: create_thread ££MOB_LA2_118

0459: end_thread_named 'INTROST'

004F: create_thread ££INTROST_1

0164: disable_marker $439

02A7: $439 = create_icon_marker_and_sphere $441 at $459 $460 $461

 

with all my create threads as indicated

 

then just above ---------mission 0 -------------- i placed

 

;reveal map

0002: jump ££opius_reveal_exit

 

0005: $reveal_x = -3200.0 ;; floating-point values

0005: $rev.........................................

to

....................................car_generator $5189(24) cars_to_generate_to 101

014C: set_parked_car_generator $5189(25) cars_to_generate_to 101

014C: set_parked_car_generator $5189(26) cars_to_generate_to 101

014C: set_parked_car_generator $5189(27) cars_to_generate_to 101

 

004E: end_thread

 

then followed the istructions on the bottom about the introst_1

 

 

is that all correct or have i missed something?

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decompiled the compiled SCM and tried from there and got the missing labels (yes i know that has been answered "use the main.txt") my figuring was to look to see where you added the source to the scm but ...well ur source code is very different to whats actuly in the scm???? is the source from a different version?

 

well i added my custom threads (ok thier vipers custom threads (man he makes some good stuff) and went through with the backup of my main file doing this)

 

compile --> error unknown labe ££whatever --> find ££whatever --> copy the line above ---> find the copyed line on my backup main.txt --> copy the label below (making sure its the one i needed by looking and comparing the rest of it -----> paste it over ££whatever ---> compile ...and so on

 

not sure exactly how long it has taken me but it now crashes when i go to new game i am to be honest lost is it possible for you to post the source for the 1.1 version as it is in the scm (or ment to be ? ) or have i done something wrong?? if so any ideas where?

 

 

your fast replys have been greatly appreciated by the way

 

*off topic* what is your signature about? *off topic*

Edited by MRGREAPER
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Hi Opius!

 

Could you also make the remaining unbuyable buildings buyable and can you also acivate the Transfender Tuning?

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does the telephone missions still work?

can you set the health to normal max health(noch unlimited ....)

 

You and craig made the best mod so far smile.gif

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Is there any way there could be a mod that just gives access to interiors like Jizzy's Club?

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Craig Kostelecky

I thought Opius had most of the interiors opened up in his mod here. If not, I've done it in my mod (SA "Opened Up")

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Opius, i'd like to request your permission to merge my skycrane mod with SANGA as people have been requesting often.

what do you say?

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I thought Opius had most of the interiors opened up in his mod here. If not, I've done it in my mod (SA "Opened Up")

Got a hotlink for the Opius mod? And your own mod? Thanks biggrin.gif

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People, seriously, read the god damn readme. It says in there that you're allowed to use this in other mods as long as you give credit. You don't need to ask me.

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People, seriously, read the god damn readme. It says in there that you're allowed to use this in other mods as long as you give credit. You don't need to ask me.

biggrin.gif

 

but there's a problem... the source.txt in the sanga package seems to be a "stripped version", and if i decompile main.scm, put my mod in it and compile, i get the dreaded label not found error. it must be a decompiler error, as the reference to the nonexistant label is indeed there, which means the decompiler f*cked the label up. sad.gif

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  • 3 years later...

JESUS f*ckING CHRIST ! Congratulations you moron, you just bumped 4 years old topic suicidal.gifsuicidal.gifsuicidal.gifsuicidal.gifsuicidal.gifsuicidal.gifsuicidal.gifsuicidal.gifsuicidal.gif cookies for bumping topic cookie.gifcookie.gifcookie.gifcookie.gifcookie.gifcookie.gifsuicidal.gif

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