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Lounge for The Chain Game: San Andreas


Ryan
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We are all very sorry to hear that gtamodder. Hopfully you can get back to playing soon. smile.gif

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But some missions are impossible because of the nasty frame rate, like 5-10 fps is not playable.

That's what I've been playing with ever since I purchased my first disc. confused.gif

 

Anyways, I've some bad news. One of my friends decided to use a screwed up pen drive in my PC and now, it has somehow managed to screw my entire PC. I have errors popping up everywhere and games lagging like hell. I haven't been able to complete any SnP's too and I'm afraid I won't be taking any CG turns till I reinstall Windows.

The more badder news is that my DVD-ROM has decided to stop functioning, so I can't reinstall Windows too. So, I guess I'll have to lay off SA till I get a new DVD-ROM.

 

I hope to join you guys soon. smile.gif

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I'll bet everybody is just leaving becasue of the soon to be EA invasion.

Edited by Unlimited
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I'll bet everybody is just leaving becasue of the soon to be EA invasion.

Hey, who's talking about leaving? I will be just around the corner....hibernating.

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I will be just around the corner....hibernating.

Is that even posiable in India? whatsthat.gif

Where I live, everything's possible. wink.gif

 

 

 

 

 

 

 

 

 

Impossible is nothing.

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I will be just around the corner....hibernating.

Is that even posiable in India? whatsthat.gif

Where I live, everything's possible. wink.gif

 

 

 

 

 

 

 

 

 

Impossible is nothing.

Since when did India become America tounge.gif

 

It's time for me to shut up before I accidentley insault you.

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It's time for me to shut up before I accidentley insault you.

With spellings like that, you won't be able to insault insult me. biggrin.gif

 

Edit: Damn, I'm spamming. tounge.gif

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With spellings like that, you won't be able to insault insult me. biggrin.gif

My cat steped on the keyboard at the same time I was typing. wink.gif

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But some missions are impossible because of the nasty frame rate, like 5-10 fps

 

I usually get 10-15fps-sometimes as low as 5fps on my XP laptop, and I don't have any problems playing the game except for the Ceaser Vialpando Mission(the one given by sweet), Burning Desire, and End of the Line Missions. And I now have 738MB of Ram on that PC now. But for some reason it will not play on my XP desktop and it has 1.18GB Ram and 64MB graphics/video card,where as my laptop only has a 32mb graphics card and it plays perfectly fine.

 

On-topic- For the next round, I think we should add a few more vehicle spawns to areas like the countryside and the desert and the north half of LA-as it seems like there's never a decent car around those areas when you need one-lol. Also, we should add a few more armories locations to the game, Also, I think we should add a few money pickup icons to the game either in certain armories or at certain locations on the map. Let me know what you guy (the Chain Game Officers) think of these ideas, please.

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On-topic- For the next round, I think we should add a few more vehicle spawns to areas like the countryside and the desert and the north half of LA-as it seems like there's never a decent car around those areas when you need one-lol. Also, we should add a few more armories locations to the game, Also, I think we should add a few money pickup icons to the game either in certain armories or at certain locations on the map. Let me know what you guy (the Chain Game Officers) think of these ideas, please.

I'm afraid more vehicle spawns is not a good idea. I think we still have a couple of extra boats to support the Water Jumps which should probably be trimmed. Too many vehicles adds to lag and increases the risk of crashing. We are still under the lag limit, but I think the save would be more stable with just a few less vehicles.

 

However, existing vehicles can be moved or reassigned if required, but please review the added vehicle map. There's a Turismo Spawn in East LS, that's fairly far north. What else were you thinking about? Most of the desert and country vehicles are located by the hideouts. If the required missions are completed early enough then they can be available for the missions. Also, many of the new spawns are unlocked by missions, and the current players are less likely to complete them in restricted territory. I'm not sure if people got the idea that there are new prize vehicles. So instead of unlocking the Monster and Hotring Racer at 8-Track, you unlock something else.

 

It would be easy to add the armory back to the Big Ear tower, but the thought at the time was we had plenty of armories in the desert already. If you want to add new armories you need to re-use existing doors. Which doors did you want to give up in place of the new armories? There are only a few choices that don't cut CJ off from various parts of the game. Pier 69 for instance, or a duplicate interior. You cannot use Dating Doors as they will be locked after the 1st date on a normal IPL set. Sorry, I cut everything fairly thin between the armories and warps. There isn't much left to work with, so if you want more of one thing you need to give up another.

 

Same thing on the money pickups. The pickup pool is already too full. I need to trim the extra bribes and look for some other cuts as well. The pickup pool is so full that if someone doesn't collect some early oysters, snapshots, or horseshoes, then the armor or health is likely to unspawn during the gang wars to make room for dropped gang money and weapons. Besides, there is already 1 money icon which as far as I know has not been discovered - and I tried really hard this time to make it as obvious as possible. I have one money icon I'd like to add whenever we start revising again, but I need to trim something else to make room.

 

I do have one new thing almost ready to go. It's an optional IPL file. If you include it in your IPL list, a fairly simple change to a text file, then you can have a mini-casino with snacks, a gym, and video arcade added to the Armories. My main problem now is moving things around so I can have the rather large roulette table and still have room for the pool table. Right now it's either one or the other.

 

The Chain Game Officers are certainly welcome to offer an opinion, but in order to make a quick change to the next round, or major revisions to a future round, you'll need to discuss things with pdescobar and/or myself. The officers are not currently skilled at this type of modification. Even if they tried using the existing script archive, it would take a long time to figure out the intended purpose of many of the modifications. We kept reworking the same script and now things are quite a mess. To make more progress we pretty much need to do "the big clean up" and straighten out the codes so we can tell what we have done.

 

An idea for vehicle additions: Decide which import/export vehicles can be moved or reassigned to another purpose. Currently these have mostly default positions and types. PD thinks he can stop them from becoming hidden at the end of the export missions, but I'm not sure if he's around anymore.

Edited by OrionSR
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On-topic- For the next round, I think we should add a few more vehicle spawns to areas like the countryside and the desert and the north half of LA-as it seems like there's never a decent car around those areas when you need one-lol. Also, we should add a few more armories locations to the game, Also, I think we should add a few money pickup icons to the game either in certain armories or at certain locations on the map. Let me know what you guy (the Chain Game Officers) think of these ideas, please.

I'm afraid more vehicle spawns is not a good idea. I think we still have a couple of extra boats to support the Water Jumps which should probably be trimmed. Too many vehicles adds to lag and increases the risk of crashing. We are still under the lag limit, but I think the save would be more stable with just a few less vehicles.

 

However, existing vehicles can be moved or reassigned if required, but please review the added vehicle map. There's a Turismo Spawn in East LS, that's fairly far north. What else were you thinking about? Most of the desert and country vehicles are located by the hideouts. If the required missions are completed early enough then they can be available for the missions. Also, many of the new spawns are unlocked by missions, and the current players are less likely to complete them in restricted territory. I'm not sure if people got the idea that there are new prize vehicles. So instead of unlocking the Monster and Hotring Racer at 8-Track, you unlock something else.

 

It would be easy to add the armory back to the Big Ear tower, but the thought at the time was we had plenty of armories in the desert already. If you want to add new armories you need to re-use existing doors. Which doors did you want to give up in place of the new armories? There are only a few choices that don't cut CJ off from various parts of the game. Pier 69 for instance, or a duplicate interior. You cannot use Dating Doors as they will be locked after the 1st date on a normal IPL set. Sorry, I cut everything fairly thin between the armories and warps. There isn't much left to work with, so if you want more of one thing you need to give up another.

 

Same thing on the money pickups. The pickup pool is already too full. I need to trim the extra bribes and look for some other cuts as well. The pickup pool is so full that if someone doesn't collect some early oysters, snapshots, or horseshoes, then the armor or health is likely to unspawn during the gang wars to make room for dropped gang money and weapons. Besides, there is already 1 money icon which as far as I know has not been discovered - and I tried really hard this time to make it as obvious as possible. I have one money icon I'd like to add whenever we start revising again, but I need to trim something else to make room.

 

I do have one new thing almost ready to go. It's an optional IPL file. If you include it in your IPL list, a fairly simple change to a text file, then you can have a mini-casino with snacks, a gym, and video arcade added to the Armories. My main problem now is moving things around so I can have the rather large roulette table and still have room for the pool table. Right now it's either one or the other.

 

The Chain Game Officers are certainly welcome to offer an opinion, but in order to make a quick change to the next round, or major revisions to a future round, you'll need to discuss things with pdescobar and/or myself. The officers are not currently skilled at this type of modification. Even if they tried using the existing script archive, it would take a long time to figure out the intended purpose of many of the modifications. We kept reworking the same script and now things are quite a mess. To make more progress we pretty much need to do "the big clean up" and straighten out the codes so we can tell what we have done.

 

An idea for vehicle additions: Decide which import/export vehicles can be moved or reassigned to another purpose. Currently these have mostly default positions and types. PD thinks he can stop them from becoming hidden at the end of the export missions, but I'm not sure if he's around anymore.

After some thinking, As far as the vehicles go, I was thinking we could move the monster/Hotring Racer at LA Forums to another location and the vehicles that spawn at the parking lot at the bottom of MT. Chilliad can be moved to a more useful location since we have a couple of good vehicle spawns in Santa Cruz already. Also, some of the vehicles that spawn in the parking garages can also be moved to a more useful location as well. I mentioned the hotring/monster because there are already vehicles that normally spawn in the LA Forums parking lot any way. Also, The cheetah in Prickle Pine, Las Vegas can be moved to a more useful location because there is already a Turismo spawn almost right next to it.

 

As far as the armorys go, I was thinking we could put one at the gas station by Santa Cruz-the one where the current warp point is now, and move the warp point to the safe house in Mission, SF-the one across from the driving school, and have it link to some where in North half of LA. Also, we could add one in the desert area-a part of it that is rarely to not ever used during the coarse of a normal game. Like for example, add a couple of cars between LA and Polimno creek, some in South Central half of countryside between Santa Cruz and LA, and some in South-central part of the Desert area.

 

As far as the pick ups go, we could delete some of the adraline pick ups, since they really don't serve much function in the game to make room for new additions.

As far as your idea for the casino/snackbar/gym/arcade at the armories, I think that would be a good idea.

 

PS-According to the Chain Game map, there is supposed to be a PCJ-600 spawn at Grove St., but it is not spawning for some reason-and i'm using the begining save from the 23rd round on my current game-and i'm currently in Las Vegas part of the storyline on it. One of my main ideas about these suggestions was to kind of use some of the areas that were rarely to not at all used during the coarse of a normal game. If you have any questions, feel free to PM me, so we don't spam up this topic too much.

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The PCJ will spawn at Grove Street if you complete the mission that unlocks it. I forget which one, but it can be completed from the beginning of the game. Many of the special LS vehicles require venturing into restricted territory to unlock them.

 

You'll need to start using the proper San Andreas names or I won't know where you are referring to. I know the basics of California, but don't usually make a direct association in San Andreas. Also, specifying the coordinates and vehicle type will help clear up confusion.

 

You will be running up against a couple of standards when trying to modify the existing save. 1) There is a general vehicle plan, and most modifications are designed to fit that basic plan. I'll be reluctant to take away from modifications that contribute well to that plan, or add vehicles that conflict with the vehicle plan. 2) Most of the vehicles can't be moved. Only a couple hundred are part of the save file, the rest are part of the binary IPL streams and can't be modified within the limits of the Chain Game - ie, save modifications that function with a standard install of SA v2, or v1 with v2 scripts.

 

I like the Hotring Racer where it is. I use it as a replacement vehicle when I'm driving circuits to pad driving skill. I'm inclined to leave all of the original Mission Unlocked Vehicles displayed early in the original position. If possible let's move something else. An export vehicle, or one of the few save vehicles without a specific purpose. There's a Clover in East LS that isn't particularly useful, and a bicycle of some sort in the alley near the same area. It'll take a while to figure out which vehicles are included in the save, and which ones have already been reassigned. I've already been digging into these vehicles. The Chilliad Mt Top and Angle Pine Mill, and Angle Pine Chicken vehicles have already been trimmed. The Mesa at the foot of Chilliad is and export vehicle, and it's fairly rare so moving it might confuse people. I'm not sure about the Mt Bike and Sanchez, but they are needed there anyway. The Prickle Pine Cheetah I think is an export car and currently will be hidden after the exports are completed and may not be available during the LV mission strand. That also limits the use of the exports, they pretty much need to be early game vehicles that won't be missed later in the game.

 

Actually, if you want to play with the vehicles, it would probably be best to relax the standard for keeping the export vehicles mostly unchanged. Almost everything else has already been combed a few times to make room for what we currently have available. With the exports we know exactly which vehicle, position, and existence in the save file. I think the only major move is the Angel Pine Sanchez to Fern Ridge. Other vehicles were nudged a little to prevent spawn conflicts. Start with the ones in LV since they tend not to be around during that mission strand anyway (leave the Euros).

 

As far as the armories go: It is too late to make and test these modifications. Enex changes are part of the IPL file system. You can develop and test the modifications on new saves without the need for modified scripts. The Angle Pine warp connects the country and badlands regions during the Badlands mission strand. There is already a warp between SF and LS, why do we need another at the expense of the country warps? A warp at a safe house would be weird. I don't like that idea at all. There must be some sort of logic to the changes, things are confusing enough as it is.

 

As far as pickups go: PD or I will need to make some decisions before any modifications can be made. Sorry. Things are too full and we need to clean up our act just to fix what we have. How do people feel about more trims to flowers, canes, cameras, and shovels? The Adrenaline stays, but may be moved to LV and SF to support the gang wars. The current pills are positioned to be near many turfs, and I enjoy gang wars with adrenaline so I'll make some other cut instead. But if the 4 star turfs are cut then the LV and SF pills won't have a purpose so they remain in place as the situation is evaluated.

 

BTW, if we start moving vehicles without PD's support, then we will no longer have an accurate map. And I'm not really sure I want to get into all this again. There's a lot of clean up work needed just to get started, major features go unnoticed or unused, and most discouraging of all, the saves keep getting glitched by trainers. I can read the save too well. There are tracers left all over the game and I can't help be notice when trainers are used. I'd be much more inclined to work on a new save if this practice stopped, and/or if people wanted to play with new jumps. Seriously, that's your best bet on getting things going again: No more trainers, and create some new jumps.

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@OrionSR, from reading your last post, it seems like it would be wise to leave the save as is. Also, sorry about the area names but to help with my last post, In Angel Pine it says "Santa Cruz" In Doherty it says "Mission" LA is LS, etc.

As far as the Cheetah in LV, it is still there during the Las Venturas mission strand, but it seems to always be locked when I try to use it-I am using the starter save form the 23rd round and am in Las Venturas mission strand right now. And I didn't know that some vehicles had to be unlocked via the storyline. But I think it would be best to leave the save as is for a while. One of the reasons I suggested deleting some of the adrinaline pick ups, is because it seems like everytime I go to use them my framerate drops to like 5fps and without using them I can usuallly get 15-25fps. I too like the Hotring racer at LS forums-especially on the PS2 version as well. Also, what are Trainers? and What do you mean by creating new jumps?

 

 

off-topic-

One question, though, why is it during the mission "Fender Ketchup", do you always get an automatic 3-star wanted level when you enter the interstate-even just to do a U-Turn? Also, why do the "special" license plates change back to reguler ones when you save a car in a garage?

Edited by radioman
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Actually, I'd really like to clean up a few things, it's just really difficult to get over the next stage in the development.

 

Fender Ketchup has a scripted wanted level included in the mission. There's a warning about staying off the freeways during the mission. I suppose we could dig through the script to see how it happens, but it won't change anything.

 

The plates lose the custom text when they are entered in a garage because the save garages don't have any place to store the reference number that links to the text string at the end of the garage block. The garages don't remember things like immune tires, heavy vehicle property, or extra health. They don't even do a very good job of remembering the paintjob and there's a whole byte dedicated to that purpose.

 

You may also notice that the special plates frequently show random plate numbers if the bumper is damaged. If you check with a trainer you can see the vehicle still has the proper plates, they just don't display when damaged. Painting the car should fix the plates.

 

A Trainer is a program used to read or modify game variables while playing San Andreas. A good trainer will have a teleport function and vehicle spawner, and also be able to change many of the game properties. I find a trainer to be an invaluable tool for testing the modifications to the game save, and also for building skills for extremely complicated tasks. This last bit I think is where the name Trainer is most suited. Otherwise, consider it a cheat device capable of bypassing all game requirements: CJ can't be hurt, his cars can't be damaged, a wanted level can't be earned, set the money, ammo, armor and skills where you want.

 

There are 70 unique stunt jumps in a normal game, and a lot of them are really dumb. I started replacing many of the jumps but never manage to put together the epic stunt jump sequence I'd alway hope to build. Anyway, jumps can be added and tested with text IPL files, but they are a bit complicated.

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One question, though, why is it during the mission "Fender Ketchup", do you always get an automatic 3-star wanted level when you enter the interstate-even just to do a U-Turn?

This is scripted in the the game itself and isn't an added feature of the Chain Game. I think it is mentioned right at the start of the mission to keep away from highways since it'd attract unwanted attention from the poilce.

 

I'll leave the second question to OrionSR.

Nvm, he beat me nevertheless. tounge.gif

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Yesterday, JAJ made a post in the Chain Game 26 topic about the Trainer Rule and an offending user. It is now, with deep regret, that I come clean to the indecent acts that I have committed within the Chain Game – namely, abuse of trainers.

 

It was around the 23 or 24 th round of the Chain Game that I discovered GTASA Control Centre. I was fascinated by its seemingly magic ability to spawn vehicles and teleport CJ to anywhere I so desired, and I quickly found myself eagerly indulged in using it. When this indulgence seeped into my Chain Game turns, I started using GTASACC from time to time; take me somewhere fast, or to spawn a vehicle of my choice. The frequency of this abuse increased rapidly, and by the 24 th round, it was almost like an addiction. Please do not think that I am a messed-up person for this, as I am not. This is simply what happened.

 

As my usage of GTASACC in the Chain Game increased, I began taking rather large turns… At the time, I thought to myself that it wasn’t possible for my acts of indecency to be discovered. Trainers are not like cheats, after all. Cheats can be discovered simply by checking the save. I had thought that all my tracks would be concealed. Evidently, I was wrong. Horribly wrong. JAJ, after meticulously examining the saves, managed to prove that I was using trainers in my turns. The details of how JAJ discovered this are unknown to me, and, as I’m sure you all will agree, I don’t deserve to know.

 

And so, in a greatly apologetic attitude, I hereby apologise to all the Chain Game players who participated in Rounds 23 onwards, as their contributions have all been compromised by my mistakes and wrong-doings. I am sorry that I was immature and dumb enough to let myself break the Chain Game rules, even when I knew what I was doing was wrong. I understand that this is an online game, and a very small part of my life, but you guys are still a community that I am part of (although whether or not I deserve to be part of it is arguable), and I must let the community know of my disgraceful acts. I am definitely going to punish myself, the details of which I won’t elaborate on. If any of the Chain Game participants want to accost, criticise, or punish me, I will accept it with a bowed head. If that means the removal of my newly-acquired Chain Game Officer position (which is even more of a reason that I feel disgraced), I shall not oppose. Finally, I want to say again – I’m sorry for lying to all of you, and if I do take any more Chain Game turns, be assured that they will all be perfectly, and I mean perfectly, legitimate.

 

It is with grief and sorrow (mixed with shame) that I press the Add Reply button.

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If that means the removal of my newly-acquired Chain Game Officer position (which is even more of a reason that I feel disgraced), I shall not oppose.

That won't be necessary I guess. You have admitted your mistake which does take a lot of heart to do, so you are clean from my point of view.

I'd be just glad to know that you will respect your position as an officer and not abuse any more rules. We, as officers, have to set examples for the other players. I hope you'll do just that from hereon.

 

@Other players: Let this be an example if anyone thinks that the use of trainers cannot be found out. Please refrain from any such activity. Even though this is a fun game, it'd be even more fun if we keep it clean and stick to the rules and guidelines.

 

This reminds me of the round where I used a modded game to hike all the skills. tounge.gif

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@radicell: I agree with what girishb said; I think that you've beaten yourself up enough & that you are sincere about it. It takes a strong sense of character to write what you did. The trainer & the officer issues are two separate things in my mind. You've done a good job as an officer & I don't see any need to make a change. Hope you'll continue to contribute to the chain game.

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Here are some stuff I found doing my round.

Don't flame If anything has been known, I haven't been here for a long time

 

user posted imageuser posted imageuser posted imageuser posted imageuser posted image

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Yeah, looks like you've discovered some of the extra stuff in the save. OrionSR & pdescobar have put some new/different dealers in the game. Did you see the 'peeing' peds yet? There are a lot of extra boat ramps for some good water jump fun. The third pic shows a ramp for one of the new Unique stunt jumps. I'm not sure if the Vortex is an extra or an early spawn for after Cut Throat Business. The ambulance is a different color to honor rebregg who is on 'sick leave'.

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The third pic shows a ramp for one of the new Unique stunt jumps.

I was trying to show the golf car in that pic tounge.gif

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There are a lot many other things to be found, so keep on posting whenever you discover anything odd cool. Let us know how successful your turn was. wink.gif

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The third pic shows a ramp for one of the new Unique stunt jumps.

I was trying to show the golf car in that pic tounge.gif

Oh yeah, that's because OrionSR & pdescobar changed some of the status of areas so that different peds & traffic would be shown.

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The third pic shows a ramp for one of the new Unique stunt jumps.

I was trying to show the golf car in that pic tounge.gif

Thanks Bad~Boy, you made my day. I've been waiting for quite some time for people to make some new discoveries. However, you might want to follow up on a couple of your clues. Some of the features tend to chain together and lead to more discoveries.

 

The peeing ped codes have some minor interesting glitches. The pee streams tend to attach to other things, a cop walking down the street for instance. One time I had a pee stream attached to the side of the gas tank on the bike CJ was driving. It was in restricted SF so with the gun fire and all it looked just like I had take a bullet to the tank and fuel was streaming out the side.

 

I encourage people to try out the water jumps. If I get around to fixing the save they will probably be trimmed unless people think they are an interesting addition. There are a few I'd like to keep either way, but most seem to clutter the map. Right now there should be extra boats at key locations, but I need to cut them as well. Same thing with most of the extra boat bribes along the route. To be specific, you should be able to jump the aircraft carrier, the access route to the airport, and most of the bridges along the passage between SF and Palomino Creek. However, the boats take a lot of damage, so plan on swapping your current boat for the next one placed along the route. The idea is to get 4 or 5 stars from the aircraft carrier and use boat jump bribes to clear the wanted level. It would work better if the boats didn't blow up so quickly, so the jumps are on the block to get cut. Also, an everything-proof boat still takes damage, the boat at Toreno's ranch for example.

 

The Vortex is a late addition vehicle. It was added to support the Vortex-as-a-Submarine trick in the east Badlands. The Broken Bridge jump is one of the few good standard jumps that can be used to trigger the glitch. It's also near the new Early LV Ramp which was specifically designed for the Sub-Vortex trick. BTW, the Vortex has rubregg-colors. He was going to recover at this clinic after his stay at the SF hospital, but decided to recuperate at home instead.

 

All these rounds have passed, and still no one has discovered my plated vehicle.

 

Hey, radicell. Have you made much progress on the jumps?

Edited by OrionSR
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Possible Glitch Alert

 

I think I make have discovered a new glitch, or possibly learned something new about an old glitch I haven't heard of; the Pool Glitch. Can someone please check to see of the pool player will spawn at the pool tables at any of the bars or taverns. Early indications are that the pool glitch is similar to the basketball glitch and caused by saving near a pool player. This ordinarily shouldn't happen, but I've got had a pool table in my armory, and I saved in the armory during my gang war turn so I suspect we've got the glitch. Or, it could be my messed up files so please, next time you get a chance see if you can play pool.

 

And I suppose it's possible that there may be similar glitches and I've got just about all of the script triggers in the armory. So if you happen to notice anything not working, vending machines, OTB, video poker, gym equipment, anything that triggers a special interaction, please let me know.

 

It's probably best to file reports in the Lounge.

 

I Checked all the Bars/Strip Clubs in LV. I found that only one had pool tables & there wasn't a guy there to play pool with. I went away & came back several time & it was still the same. Checked the Video machines & they seemed to work. I also went past a basketball court & saw basketballs.
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Thanks, bro. I'll try digging into this more to see if I can fix the problem. My file has been changed so this won't happen again. At least this solves my dilemma of how to fit both the Roulette Table and Pool table in the Armory.

 

I think I may have exaggerated the extent of the glitches. I suspect that only scripts with and extra object or peds are prone to this type of glitch. I checked everything else in the room and all seems in order.

 

Thanks. I think I found the problem and made the appropriate fix.

Edited by OrionSR
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Thanks, bro. I'll try digging into this more to see if I can fix the problem. My file has been changed so this won't happen again. At least this solves my dilemma of how to fit both the Roulette Table and Pool table in the Armory.

 

I think I may have exaggerated the extent of the glitches. I suspect that only scripts with and extra object or peds are prone to this type of glitch. I checked everything else in the room and all seems in order.

 

Thanks. I think I found the problem and made the appropriate fix.

You're welcome, thanks for fixing it!

Looks like we could call you The Mechanic! wink.gificon14.gif

Did you fix it by removing the Pool table in your IPL & then saving?

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Nah, I don't think that would work. I removed the pool table from my IPL so the glitch won't happen again. The No Pool Player Glitch (I guess there is already a Pool Glitch where the player is there and won't play) appears to be pretty much exactly the same as the basketball glitch. There are multiple parts to the script. One part spawns the pool player when CJ is near, and another script controls the pool playing game. The scripts share a global variable, and globals get retained in the save. If the pool player is active when the game is saved then global $9462 is set to 1 and no more pool players will spawn. The fix was to calculate the location in the save file based on an offset with 9462*4 and change the 01 to 00. Fix the checksum, load the game, check the bar, there they are. Problem solved, and it shouldn't happen again. It's difficult to take pride in solving a glitch that I caused and would normally never be encountered.

 

 

But this is what I was working on at the time. Retroactive new features.

 

<Optional Armory Objects>

 

Please do not abuse the OTB machine.

 

If you add this optional file you can change the Armory into a Mini-Casino with gym equipment, snacks and drinks, and video games. No pool table, sorry. Instructions are included in a text file. Basically, you need to copy the folder from the archive to your data folder and either copy the supplied gta.dat to your data folder (after making a backup), or add one text line to gta.dat so the new file will be loaded when the game is started.

 

I was trying to cram both the pool table that needs a bit of space for playing and the roulette table that is quite large into the Armory but the pool player wouldn't spawn for testing. It finally dawned on me what the problem was after a great deal scooting the table around. I'm fairly certain in my previous test I had already saved at the armory and was adding new objects without saving again so I didn't notice the glitch until now.

 

And I've never been gone. I keep checking the saves for progress, glitches, clues, and results of experiments.

Edited by OrionSR
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