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[WIP] IV:SA³ 'World Enhancement'


Rage Team
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@Team:

I restored the EFLC MP folder, except for the loading.rpf. I'm guessing you took it down due to size.

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Garju67 -Awersome screen and the pass screen also is awersome -all you screens are great biggrin.gif

yea, all the screens are awsome biggrin.gif

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Another random suggestion: Modify the camera position file (dont remember the name, its in common/data) so the "bonnet" view is in-car for each vehicle. The first person mod is garbage and barely works with EFLC, so I doubt it would be joyful to use with this. Ideally I'd say rework an entirely new FP mod, even for on-foot, but I know that's kind of outside the prospects of what this project is all about.

 

 

Also, question: Are you guys including ped paths besides sidewalks? If so will they work with peds spawned with the simple native trainer? Say if I spawned combat peds in an interior and wanted them to fight and move like it was a warehouse in LC.

Edited by Vintage88
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Another random suggestion: Modify the camera position file (dont remember the name, its in common/data) so the "bonnet" view is in-car for each vehicle. The first person mod is garbage and barely works with EFLC, so I doubt it would be joyful to use with this. Ideally I'd say rework an entirely new FP mod, even for on-foot, but I know that's kind of outside the prospects of what this project is all about.

 

 

Also, question: Are you guys including ped paths besides sidewalks? If so will they work with peds spawned with the simple native trainer? Say if I spawned combat peds in an interior and wanted them to fight and move like it was a warehouse in LC.

Your talking about vehoff.csv.

 

We may not do first person simply because SA isn't first person and the insides of the cars will look horrifying.

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Another random suggestion: Modify the camera position file (dont remember the name, its in common/data) so the "bonnet" view is in-car for each vehicle. The first person mod is garbage and barely works with EFLC, so I doubt it would be joyful to use with this. Ideally I'd say rework an entirely new FP mod, even for on-foot, but I know that's kind of outside the prospects of what this project is all about.

 

 

Also, question: Are you guys including ped paths besides sidewalks? If so will they work with peds spawned with the simple native trainer? Say if I spawned combat peds in an interior and wanted them to fight and move like it was a warehouse in LC.

Not really first person mod is good.

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Another random suggestion: Modify the camera position file (dont remember the name, its in common/data) so the "bonnet" view is in-car for each vehicle. The first person mod is garbage and barely works with EFLC, so I doubt it would be joyful to use with this. Ideally I'd say rework an entirely new FP mod, even for on-foot, but I know that's kind of outside the prospects of what this project is all about.

 

 

Also, question: Are you guys including ped paths besides sidewalks? If so will they work with peds spawned with the simple native trainer? Say if I spawned combat peds in an interior and wanted them to fight and move like it was a warehouse in LC.

First Person wasn't in SA, so it won't be in this mod.

 

Peds spawn with SNT, always did, , there are no ped peds because of no tools.

Just wondering, do you know what files contain the ped paths?

 

I remember when I updated my paths.img to the TBOGT one when I did EFLC Map Updates it fixed the ped paths outside Bahama Mammas. In GTA IV there was no rail and stairs, and they could walk straight across. However when I had the GTA IV paths IMG with the EFLC map the peds would just walk into the rail. They would do their walk into wall then leap back process over and over. But when I updated the paths.img they walked down the stairs. But when I changed it the GPS got a little messed up on the First Date mission. Instead of going down that road that comes to a dead end, the line went through the alleyway and stopped ironically where you Kill Timmy in Departure Time on TBOGT. The blip was still where it normally is. However hopefully we can get the paths to have proper vehicles in them. The airport ones are supposed to have airtugs, and a of the ones where people drive off the road way are supposed to be paths that are for police and vehicles chasing the player, or where someone would drive when your following them in a mission. But my other guess is that roads that are 4 lanes wide are one way streets right next to each other so they look like more lanes. I do know that the paths are a little messed up in the normal games LC on the bridges. If your driving next to a car they sometimes lane change no matter if your there or not. They drive into the side of your car. I think those paths might be set up differently.

 

Hopefully this info may help who ever is working on fixing the paths.

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Hello!

I have a problem when installing Beta 2, every time i start IVSASetup i get "GTA IV: San Andreas Setup has stopped working."

I have tried with both the torrent version and the other one, i have a clean install of 1.0.7.0.

The strange thing is that a few months ago a had Beta 1 succesfully installed, now i can't install any of them suicidal.gif

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Hello!

I have a problem when installing Beta 2, every time i start IVSASetup i get "GTA IV: San Andreas Setup has stopped working."

I have tried with both the torrent version and the other one, i have a clean install of 1.0.7.0.

The strange thing is that a few months ago a had Beta 1 succesfully installed, now i can't install any of them suicidal.gif

Hopefully the dev that made the installer or one of the devs that knows about it more than I do will be able to help. But this got me thinking about optimizing Beta 3 installation a little bit.

 

Anyways, a suggestion for Beta 3 is to have a Installer version and a Manual Install version. That way people can bypass installer errors. Some features in the installer do make it easier, however I prefer manual installs so the installer doesn't f*ck something up. (Like it fails, overwrites another mod, Virus protection thinks its a threat, ect). Not to mention the fact that this had an installer that downloaded another installer had issues with administrator privileges.

 

Another suggestion for Beta 3 is to have the game installed somewhere in the user folder rather than program files. Somewhere in the App Data folder or Desktop. Reason why? If the Launcher tries to rename the gta.dat (and DLC folder for EFLC MP) the admin privileges will become an issue. (Even when running programs as admin, it still can be an issue based on your security settings in Control Pannel, and possibly Virus Protection.)

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I had to turn off my Virus scanner to install Beta 2, but maybe that is because its uninformatively Norton.

 

Anyways I found something we really should put into the modification. OBVIOUSLY NOT ALL OF THEM. (wouldn't put in the fake unrealistic ones) There are some mods in this script release for GTA IV and EFLC MP. (There for the Xbox 360 version which uses the 1.0.4.0 format. We would have to update them to 1.0.7.0 format and change the location to CJ's garage or one of the mod shops. We could also add mouse support to the menu. I don't know why, but in SA you couldn't customize your car at CJ's garage, and I don't know why, but console modders seem to be doing more SCO stuff. Lot more of them making scripts. Anyway here is the video and link to the release encase you want to use it later.

http://www.se7ensins.com/forums/threads/re.../#axzz1t182kEuy

 

(Sorry for the terrible music. The video was made by the creator and not by me.) You drive to that spot by the way, he just used his heliport to way point mod to get there faster.

 

But what do you think? The garage and maybe Skylift pick up is what were after (maybe not Skylift because its already in the SNT, but in MP it may work on every ones car if everyone has it, so you can pick up cars with other people in them.) But definitely the garage mod should be used.

Note: I asked creator if we can use it, he hasn't replied yet because I asked him a minute ago.

 

Edit: We could add the Neon's to the customization menu. However they would be like the SNT SP ones where they look better and have different colors. I know the SNT has them but if there accessible from a shop, it would be more realistic.

Edited by nkjellman
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I had to turn off my Virus scanner to install Beta 2, but maybe that is because its uninformatively Norton.

 

Anyways I found something we really should put into the modification. There are some mods in this script release for GTA IV and EFLC MP. (There for the Xbox 360 version which uses the 1.0.4.0 format. We would have to update them to 1.0.7.0 format and change the location to CJ's garage or one of the mod shops. We could also add mouse support to the menu. I don't know why, but in SA you couldn't customize your car at CJ's garage, and I don't know why, but console modders seem to be doing more SCO stuff. Lot more of them making scripts. Anyway here is the video and link to the release encase you want to use it later.

http://www.se7ensins.com/forums/threads/re.../#axzz1t182kEuy

 

(Sorry for the terrible music. The video was made by the creator and not by me.) You drive to that spot by the way, he just used his heliport to way point mod to get there faster.

 

But what do you think? The garage and maybe Skylift pick up is what were after (maybe not Skylift because its already in the SNT, but in MP it may work on every ones car if everyone has it, so you can pick up cars with other people in them.) But definitely the garage mod should be used.

Note: I asked creator if we can use it, he hasn't replied yet because I asked him a minute ago.

 

but console modders seem to be doing more SCO stuff. Lot more of them making scripts.

 

Are they blind? You don't need a magnifying glass to see the PC IV modding community is a lot bigger then consoles.

 

 

 

No, this song is sweet

 

Overall yes, but I see more custom SCO mods for Xbox and PS3. However the same mods are possible with ASI, net, ect on PC, so that is probably the reason why.

 

Anyways, lets not argue about PC vs console. The point is, do you want to use the garage shop in the mod? It is shown in the video. (You have to drive to it, he just used the teliport to waypoint mod to get there faster.)

 

Edit: The song is ok for me if I'm in the mood. However I would pick something more along the lines of Rock N Roll, or just use the game's audio. It got annoying toward the end, which was a different song.

 

Edit: It may be possible to modify the train so it can have three models. (front, middle, end) Maybe we have three trains on the same track with different models, and a script that controls when they spawn so they look like one. Or a mod to just have one train the way we want it which would most likely work better but may be harder to do.

Edited by nkjellman
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Not connecting it to internet wink.gif

 

By the way, this is the music to listen to when you want to calm down.

Not the electrical computer sh*t of nowadays icon14.gif

 

 

0:35 sleepy.gif

Edited by Exxon
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Yes I wanna use it, ask him.

 

Pure out of curiousty, micrsoft blocks modded xboxes that go on live. How can you play with a modded IV without MS detecting your xbox as modded?

Because your Xbox is not modded. You open it up, and the disc drive (so you can get at the inside well its running, which may sound dumb but it really doesn't damage it at all). That way when you put the disc in, you do a method called hot swaping. It reads the encryption off the normal disc, and before you hit play or install you grab the disc off the tray and put the modded one on. It thinks it had an error.

 

Anyways here is the list of things we would have to change to make it work nicely with IV:SA.

-Car components modified so they work with the SA cars.

-Possible text edit so it looks closer to the SA garage.

-Formatted to work on GTA IV PC 1.0.7.0 and EFLC PC 1.1.2.0.

-Location changed to CJ's garage and the SA mod shop locations. May not do CJ's garage because it wasn't usable in SA and the SA mod shops are not done yet so we may not use those yet. Eather way we will get it in. The shops will be converted and/or CJ's garage will be used.

-Possible Mouse support. Keys edited to work with keyboard.

-Script will be enabled all the times.

-Icon changed to be the SA Mod shop icon.

-Possibly adding an Enable Nitro option (It would be better if we could add it to our cars rather than having it enabled all the time. EFLC Nitro may be portable to IV, that is with the meeter. We would need to make this feature on EFLC first.)

 

Edit: Lets talk about IV SA, not Dubstep.

Reason's why:

-Off topic

-Most (not all) Dubstep is annoying (I call the drop the most annoying part. Sorry, I'm a rock person.)

Edited by nkjellman
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Yes I wanna use it, ask him.

 

Pure out of curiousty, micrsoft blocks modded xboxes that go on live. How can you play with a modded IV without MS detecting your xbox as modded?

Because your Xbox is not modded. You open it up, and the disc drive (so you can get at the inside well its running, which may sound dumb but it really doesn't damage it at all). That way when you put the disc in, you do a method called hot swaping. It reads the encryption off the normal disc, and before you hit play or install you grab the disc off the tray and put the modded one on. It thinks it had an error.

 

Anyways here is the list of things we would have to change to make it work nicely with IV:SA.

-Car components modified so they work with the SA cars.

-Possible text edit so it looks closer to the SA garage.

-Formatted to work on GTA IV PC 1.0.7.0 and EFLC PC 1.1.2.0.

-Location changed to CJ's garage and the SA mod shop locations. May not do CJ's garage because it wasn't usable in SA and the SA mod shops are not done yet so we may not use those yet. Eather way we will get it in. The shops will be converted and/or CJ's garage will be used.

-Possible Mouse support. Keys edited to work with keyboard.

-Script will be enabled all the times.

-Icon changed to be the SA Mod shop icon.

-Possibly adding an Enable Nitro option (It would be better if we could add it to our cars rather than having it enabled all the time. EFLC Nitro may be portable to IV, that is with the meeter. We would need to make this feature on EFLC first.)

LOL, I know how the 360 looks from the inside, repaired my friends RROD, detached it all the way to the CPU & GPU.

I cant open his scos with sco toolbox.

There is a compressor they used on it. You may need to use it before opening it. They used it so the ISO wouldn't get bigger causing a black screen. But you may have a better shot at using the sco files for GTA IV.

 

Edit: The compressor can be downloaded here.

http://www.se7ensins.com/forums/threads/gt.../#axzz1t5AKA3bh

He posted it in microscopic font below the download button.

Also there are 7 spots that this works. (I think they are the gas stations and Brucie's Garage. You might be able to see the icons when he pauses the game.)

Edited by nkjellman
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FireproofFlare
Not connecting it to internet wink.gif

 

By the way, this is the music to listen to when you want to calm down.

Not the electrical computer sh*t of nowadays icon14.gif

 

 

0:35 sleepy.gif

 

Not the electrical computer sh*t of nowadays icon14.gif

Problem?

Drop starts at 0:40, have fun.

 

user posted image

 

EDIT:

Speaking of the who, eminence front will be the startup tune, I tell you it will be bad ass, better then the beta 2 intro (deep cover, f*ck yeah)

Holy Sh*t, I was with my headphones on O.O

This is sick, seriously e.e'

 

ontopic:

 

Actually, what is possible to do with IV scripting? I'm not familiar to it .-.

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Not connecting it to internet wink.gif

 

By the way, this is the music to listen to when you want to calm down.

Not the electrical computer sh*t of nowadays icon14.gif

 

 

0:35 sleepy.gif

 

Not the electrical computer sh*t of nowadays icon14.gif

Problem?

Drop starts at 0:40, have fun.

 

user posted image

 

EDIT:

Speaking of the who, eminence front will be the startup tune, I tell you it will be bad ass, better then the beta 2 intro (deep cover, f*ck yeah)

Holy Sh*t, I was with my headphones on O.O

This is sick, seriously e.e'

 

ontopic:

 

Actually, what is possible to do with IV scripting? I'm not familiar to it .-.

Missions, stuff shown in Video, vehicle spawns, ect.

 

A lot of stuff is possible, however missions are not being made because people don't know how.

We could at least have some missions at some point with no cut scenes, or really crappy cut scenes with out fancy animations. But the driving schools are possible. However instead of cut scenes, for now it may be possible to have the game show a video which is the cut scene recorded from the original San Andreas. That would be a good temporary thing. Video should be possible based on how the TV works in the game. The video would be zoomed in so it takes up the whole screen and isn't projected on a TV.

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Not connecting it to internet wink.gif

 

By the way, this is the music to listen to when you want to calm down.

Not the electrical computer sh*t of nowadays icon14.gif

 

 

0:35 sleepy.gif

 

Not the electrical computer sh*t of nowadays icon14.gif

Problem?

Drop starts at 0:40, have fun.

 

user posted image

 

EDIT:

Speaking of the who, eminence front will be the startup tune, I tell you it will be bad ass, better then the beta 2 intro (deep cover, f*ck yeah)

Holy Sh*t, I was with my headphones on O.O

This is sick, seriously e.e'

 

ontopic:

 

Actually, what is possible to do with IV scripting? I'm not familiar to it .-.

Missions, stuff shown in Video, vehicle spawns, ect.

 

A lot of stuff is possible, however missions are not being made because people don't know how.

We could at least have some missions at some point with no cut scenes, or really crappy cut scenes with out fancy animations. But the driving schools are possible. However instead of cut scenes, for now it may be possible to have the game show a video which is the cut scene recorded from the original San Andreas. That would be a good temporary thing. Video should be possible based on how the TV works in the game. The video would be zoomed in so it takes up the whole screen and isn't projected on a TV.

LOL, that's not even a bad idea about the tv.

We have custom missions in beta 3, till people decide to convert original missions.

What I meant was have the SA missions and the TV thing would show the mission's cut scene which is recorded from SA. The first few missions shouldn't be too hard to convert. But the TV thing could be used to show the demo for each driving school test if we include that too.

 

Edit: Exxon, you're so right about that.

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EncryptedReality

Wow nk, i love the idea icon14.gif , I'll make it happen sometime

 

I am familiar with IV's TV video format and i modded it before successfully, it was actually among the first things i done while starting to mod GTA IV/RAGE.

 

 

Other then this, it's read from ambtv sco and is initialised in startup/main sco along with initial and it also has to read MLO roomname so it isn't that easy to set up the TV running in a custom MLO

Edited by GTARandom
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Wow nk, i love the idea  icon14.gif  , I'll make it happen sometime

 

I am familiar with IV's TV video format and i modded it before successfully, it was actually among the first things i done while starting to mod GTA IV/RAGE.

We will have to ask the guy who made the garage mod on the PS3, or make our own. The guy is ignoring my posts. He may of used the code from the PS3 mod because the PS3 one ran off a script hook like file.

 

BTW, could you combine GTA IV's TV with EFLC's TV? I was going to include that in my EFLC Map Updates mod but I didn't know how. I will give you credit.

 

Edit: You can't have the TV outside? It may not even need to be a TV. It could just be a video file that plays.

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EncryptedReality

Well, EFLC TV works the same way as IV, i didn't check but it is likely that Rockstar expanded the TV sco file with EFLC content thus leaving IV code intact.

 

Anyway, it could work outside too , but not without a massive overhaul of the code.

 

And uh, garage aint the problem, we can make our own or use the Zero's

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Well, EFLC TV works the same way as IV, i didn't check but it is likely that Rockstar expanded the TV sco file with EFLC content thus leaving IV code intact.

 

Anyway, it could work outside too , but not without a massive overhaul of the code.

 

And uh, garage aint the problem, we can make our own or use the Zero's

EFLC TV files are different names. On EFLC its one file for each TV station. However on the DLC version it is updated with in the DLC folder. I just want to combine them into one file (for each TV station IV CNT and EFLC CNT/IV Wezle and eFLC Wezle)

 

If we can decrypt the DLC (Games For Windows Live DLC for GTA IV) content.dat for TLAD and TBOGT, it may have a line in there. We should also decrypt the other files too. By doing this, we can find the line to enable the file. Another thing I would do that would be a benefit for the mod. The DLC would get updated with the mod. Then you would use the TBOGT DLC to play Single Player. You would have all the EFLC features including the height limit. You would be on 1.0.7.0. Last the gta.dat wouldn't need to be switched. On IV you can have one DLC and it will work obviously as they don't come together. However we would need to move the DLC directory to the IV SA folder so it doesn't mess with the normal game, and we would need to figure out a way so it will load with out you having to own the DLC. Or you would have to own it, and if you don't you would have to use the original IV 1.0.7.0 instead of the DLC 1.0.7.0 version.

But this is probably illegal, and against the rules so you may have to make it so you own the DLC. (which means no cracks)

 

Edit: The original release of the Garage Mod Shop is here: http://psx-scene.com/forums/f276/%5Brel%5D...-v1-2-a-101889/

The other guy included the mod with his mod pack.

Edited by nkjellman
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Problem is, you can only have 1 model, not 3 like in SA. angry.gif

can't you just merge the 3 models into 1 in 3ds max?

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Problem is, you can only have 1 model, not 3 like in SA. angry.gif

can't you just merge the 3 models into 1 in 3ds max?

Then it wouldn't look right on the turns. The train cars would stay straight.

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Problem is, you can only have 1 model, not 3 like in SA. angry.gif

can't you just merge the 3 models into 1 in 3ds max?

Then it wouldn't look right on the turns. The train cars would stay straight.

how about anim on the model for the turns, and a little script if its possible biggrin.gif

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Problem is, you can only have 1 model, not 3 like in SA. angry.gif

can't you just merge the 3 models into 1 in 3ds max?

Then it wouldn't look right on the turns. The train cars would stay straight.

how about anim on the model for the turns, and a little script if its possible biggrin.gif

Animations are not possible yet.

 

However we could replace the subway car with the public train car from SA. However I would like to try to get multiple models.

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EncryptedReality

It would look too funny with SA public train because you can't have two different models... either the wagon or the locomotive(front carrier) would be multiplied and just by imagining it , i laugh my damn ass off biggrin.gif

 

(I tried this once in Vice IV when i tried to make a blimp , it was multiplied despite being different models) because one wft is LOD, the other normal model

 

The only practical way of doing it is by making a brand new asi script like RussianCJ did

Edited by GTARandom
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Squirlkiller

 

Yes I wanna use it, ask him.

 

Pure out of curiousty, micrsoft blocks modded xboxes that go on live. How can you play with a modded IV without MS detecting your xbox as modded?

 

Its a disc mod, not a hardware mod. The only way they get banned is if they report him or if a R* guy sees them

 

 

Because your Xbox is not modded. You open it up, and the disc drive (so you can get at the inside well its running, which may sound dumb but it really doesn't damage it at all). That way when you put the disc in, you do a method called hot swaping. It reads the encryption off the normal disc, and before you hit play or install you grab the disc off the tray and put the modded one on. It thinks it had an error.

 

Or you could use microsofts error in the dash and just eject the disc as you press X for game details (not sure if its patched tho yet)

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Yeah.. The vegetation finally looks better. icon14.gif Have you used crysis palms yet? notify.gif And why aren't you using the new version of BSOR?
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