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[BETA|WIP] Things To Do In San Andreas


DeeZire
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Thought I'd spread the word about my mod which is now released.   The mod is an extensive attempt to significantly enhance the appeal, lifetime and overall gameplay of GTA: San Andreas, through a un

Enough is enough. I'm going to give this thread a few days cooldown - what you don't realize is that both sides of this ridiculous conflicts are spamming.   Chill the f*ck out - what is this, an inf

Just stopping by (after all this time) to say nice job 'finishing' off the mod! The changelog looks really good, and amazing how you figured out some of my (rather amateur) code - bear in mind that wh

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Thought I'd spread the word about my mod which is now released.

 

The mod is an extensive attempt to significantly enhance the appeal, lifetime and overall gameplay of GTA: San Andreas, through a unique blend of fixes, tweaks, enhancements and additions coupled with restoration of things that are not normally in the game. A mod which is truly greater than the sum of its parts and the nearest thing you are likely to get to an expansion pack or sequel!

 

What the mod does;-

  • Fixes a number of bugs, niggles and issues in the game
  • Extends the storyline with removed missions, cellphone calls and more
  • Enhances stats with over a dozen new ones
  • Adds numerous new features and side missions to the game
  • And a whole lot more!
GTA Garage entry with news/updates;-

http://www.gtagarage.com/mods/show.php?id=1194

 

YouTube promotional teaser trailer;-

 

 

Thoughts, feelings and comments plus offers of help are welcome smile.gif

Edited by DeeZire
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how far have you got with this? its a looong list of details - what sort of percent is complete?

Volume I is 90% complete, hence the final BETA, I just need to finish 'The Truth Is Out There' and 'Doberman' missions.

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really you need to put beta smoke, sweet and on some screenshots a beta ryder wow.gifwow.gif or is not ryder

but make them:

user posted image

Has anyone noticed that in that picture the car "graphics" looks like it was from VC. notify.gif

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I haven't seen this in changes list. Could You add cop's ability to catch back of your car as in Reuniting the Families mission? Could You make spawnable "changed" Fbi Truck because its model is in game but not used.

 

I have something that could inspire You. The video that shows SA beta: in this video

 

If You can add some of the changes to SA from this video it would be cool!

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I'm not trying to recreate the BETA, I'm enhancing the game. That YouTube video makes a LOT of assumptions that are simply not true.

 

Some of the things in the mod are already in the game files, you just never get to see them - the FBI Truck for example is in the mod as it featured in 'The Truth Is Out There' mission.

Edited by DeeZire
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Yeh, man, the part with Cesar and CJ. In the S.A. GXT there's CESAR2: that haven't be used and I think that this folder is from the part of the youtube, because a i have fond "~z~Easy, angel, man don't find love, love finds man, eh chico. " like in the vid and so others things like SMOKE3 that half of them are not used, I have try to make CJ fat or more gangster, but nothing change still that mission remains, and there are more, CRASH2, DSERT12, DSERT5, ZERO3, some of the missions with Jizzy B. - in some conversations Jizzy B. supose to be with CJ in the misions. Realy man I can't wait with this mod. rolleyes.gif

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I installed all right and this Crashes MY Game!!!!  mad.gif

I'm a familiar mod installer.. (like you said on Readme)

The crash says: Memory can't be "read" 0xsomethinghsd***** and 0x*******

The fourth BETA is what's available for download right now. Crash issues have been resolved through the first three BETAs.

 

99.9% of crashes have been found to be caused by one or more of the following problems;-

 

1 - the mod has been designed, built and tested on an original copy of V1.0 (original release) GTA: San Andreas - it will not work on other versions (unless you downgrade properly), and wont work on warez/pirated copies

 

2 - the mod wont work on no-cd patch EXEs - it must be run from the original DVD via the original unmodified EXE

 

3 - the mod wont work in conjunction with any other mods - if you try to install it alongside any others, even custom cars, you WILL get issues - the mod is a standalone

 

4 - installation errors - the mod may have been installed wrongly, and remember your IMG archives must be rebuilt if your IMG editor requires it. Binary IPL files to be placed in GTA3.IMG are a good example, only IMG Tool 2.0 worked for me when adding/replacing them

 

5 - if you still get problems, use the original stream.ini file instead of the mods version

 

Thanks!

Edited by DeeZire
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I realize just now that I never posted over @ GTAG to tell you how much I love this mod. You've spend a HUGE amount of time on this, and your skills are nothing short of exceptional.

Just look at the wall of text that consists of dozens of features nobody would've ever dreamed of seeing in-game... inlove.gif

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Is there a way, to re-enable the feature where biker cops could catch your cars bumper and such? It would be a cool addition..i mean... it is some challenge if you ask me and a freakin cool feature..

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I'm not trying to recreate the BETA, I'm enhancing the game. That YouTube video makes a LOT of assumptions that are simply not true.

Cops were never meant to grab your car. It was a special scripted animation event for the 'Reuniting The Families' mission only. The animation filename is even the same as the missions internal code name.

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Hmm, but wouldn't be cool to try it? Sorry for asking that, but i really want it to be a ponyfarm feature. So cops could do it, not only in missions.

 

Anywayz, nice work on the mod, it's very nice from what i've seen yet.

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Hmm, but wouldn't be cool to try it? Sorry for asking that, but i really want it to be a ponyfarm feature. So cops could do it, not only in missions.

 

Anywayz, nice work on the mod, it's very nice from what i've seen yet.

Would you like it after the 100th time?

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Hmm, but wouldn't be cool to try it? Sorry for asking that, but i really want it to be a ponyfarm feature. So cops could do it, not only in missions.

 

Anywayz, nice work on the mod, it's very nice from what i've seen yet.

Would you like it after the 100th time?

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Hmm, but wouldn't be cool to try it? Sorry for asking that, but i really want it to be a ponyfarm feature. So cops could do it, not only in missions.

 

Anywayz, nice work on the mod, it's very nice from what i've seen yet.

Funny you should mention that. Per request by a user (which I almost NEVER do), in the newest beta of SA Studios, there is a control to do that with an actor. I think Cars 1 and 2 have to be created, and you MUST have two specific animations loaded to keys K and L (details in the mod). The only issue we're having is that there's no way to check if an actor is currently in a turret (though maybe a driver check would work? Is being in a turret considered being in the car as well?), so having the required animation set to K (which tells the actor to stop hanging on and roll off the car, using remove from turret) and using it before using the L key will cause a crash.

 

Sorry to derail; just found it funny that someone would ask about it. wink.gif

 

EDIT: I'm curious about this...

 

 

2 - the mod wont work on no-cd patch EXEs - it must be run from the original DVD via the original unmodified EXE

 

What exactly are you doing that would prevent it from working? Or is this the "GTAF Disclaimer" at work? Just wondering if you know something maybe some of the rest of us don't. sly.gif

Edited by ceedj
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Hmm, but wouldn't be cool to try it? Sorry for asking that, but i really want it to be a ponyfarm feature. So cops could do it, not only in missions.

 

Anywayz, nice work on the mod, it's very nice from what i've seen yet.

Would you like it after the 100th time?

Yes, i would like it because it's a challenge so...

 

@ceedj: I really got to try your SA Studios stuff...it sounds very promising tounge.gif

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"Ceedj" said :

-----------------------------------------------------------------------------------------------------------

What exactly are you doing that would prevent it from working? Or is this the "GTAF Disclaimer" at work? Just wondering if you know something maybe some of the rest of us don't. sly.gif

-----------------------------------------------------------------------------------------------------------

 

 

Share your knowledge biggrin.gif

 

Tom

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"Ceedj" said :

-----------------------------------------------------------------------------------------------------------

What exactly are you doing that would prevent it from working? Or is this the "GTAF Disclaimer" at work? Just wondering if you know something maybe some of the rest of us don't.  sly.gif

-----------------------------------------------------------------------------------------------------------

 

 

Share your knowledge biggrin.gif

 

Tom

I never really intended for it to work out this way, it was an unexpected side-effect of modifying so many of the games original files as well as the scripts - at least that's my guess.

 

The main.scm extends the required global variable memory accordingly, recycles & uses all the 'unused' globals to save room as well as adding more, and has built-in fixes in the globals to prevent the MaDDog save/gym & basketball glitch. Added to that is the fact that absolutely each and every single bit of main.scm has been modified somehow, including number of missions, the stats, number of objects, number of threads, number of external scripts etc etc, so my hunch is that the saves it creates are somehow incompatible with any modified exe.

 

During testing, a number of users have got the mod to work perfectly but yet all suffered crashes when trying to load a saved game. I could not replicate the problem until I instaled it my friends system (identical to mine) and he has a no-cd patch and got the same error. Turned out that it was the no-cd exe that caused save game files to trigger a game crash on reload.

 

Cant explain it better than that, other than to say I may have inadvertantly stumbled on a way to ensure mods only work with the original game!

Edited by DeeZire
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