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[WIP] IV:SA³ 'World Enhancement'


Rage Team
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Would it be possible to develop a custom launcher to load each one respectively, and have them both installed in separate directories?  Just a thought. It's really not important, but it could bring two projects together as one. I like how the San Andreas Mod copies all needed files to a separate directory, if this feature could be added to the Vice City mod as well, then it should be quite possible. I also like how the Vice City mod checks for and applies updates on start up (although I think that should be an option for the user to decide) I see a lot of great ideas happening across these two mods, and would love to see the teams come together as one. I wish I weren't so busy with school and parenting, I would love to jump in and help with this mod. I am a programmer, and have modded many video games, but never played with RAGE. Maybe this summer I can lend a hand somehow.

Indeed possible, GTA3Rage, VCR & IVSA combined could easily be lower then GTAIV's default size, 15GB.

 

It's a good idea if all mods released there final beta, to combine it into one package for IV 1070.

It should be called GTA Trilogy Rage or something like that.

 

However for this to happen on 1.0.7.0:

-DLC would need to be cracked otherwise people would have to own TLAD DLC and TBOGT DLC from the market place.

-DLC files would need to be decrypted

 

For EFLC:

-GTA IV would need to be added to the start menu.

 

So both would need file renaming if we couldn't include these things.

 

However, a method that would be best for this game, and might be possible but would require a lot of code.

A external program, (or hack to the GTA IV/EFLC.exe files) to run the game. It allows it to load mods in the game and easily switch with out quitting the game. Each mod would have its files set up as if it were a DLC folder from Episodes From Liberty City. If that is done, you could have the whole IV SA for example on IV, or EFLC, with out modifying the normal game. What it would look like in the game is this. When you load up GTA IV, you see GTA IV (which launches Original GTA IV), you see Episodes From Liberty City (which lets you pick TLAD or TBOGT) then there is a third option which is titled Mod Manager. In mod manager you can pick from all the mods (structured like DLC folders). You could load IV SA, Vice City Rage, GTA III Rage, Ghostown, or any other TC. You can put the custom fonts in the mods menu, (with colors, and pictures).

 

A mod manager like this would be cool. It might be possible to make if someone looks into it.

honestly i don't think gtaforums admins would take kindly to that kind

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Would it be possible to develop a custom launcher to load each one respectively, and have them both installed in separate directories?  Just a thought. It's really not important, but it could bring two projects together as one. I like how the San Andreas Mod copies all needed files to a separate directory, if this feature could be added to the Vice City mod as well, then it should be quite possible. I also like how the Vice City mod checks for and applies updates on start up (although I think that should be an option for the user to decide) I see a lot of great ideas happening across these two mods, and would love to see the teams come together as one. I wish I weren't so busy with school and parenting, I would love to jump in and help with this mod. I am a programmer, and have modded many video games, but never played with RAGE. Maybe this summer I can lend a hand somehow.

Indeed possible, GTA3Rage, VCR & IVSA combined could easily be lower then GTAIV's default size, 15GB.

 

It's a good idea if all mods released there final beta, to combine it into one package for IV 1070.

It should be called GTA Trilogy Rage or something like that.

 

However for this to happen on 1.0.7.0:

-DLC would need to be cracked otherwise people would have to own TLAD DLC and TBOGT DLC from the market place.

-DLC files would need to be decrypted

 

For EFLC:

-GTA IV would need to be added to the start menu.

 

So both would need file renaming if we couldn't include these things.

 

However, a method that would be best for this game, and might be possible but would require a lot of code.

A external program, (or hack to the GTA IV/EFLC.exe files) to run the game. It allows it to load mods in the game and easily switch with out quitting the game. Each mod would have its files set up as if it were a DLC folder from Episodes From Liberty City. If that is done, you could have the whole IV SA for example on IV, or EFLC, with out modifying the normal game. What it would look like in the game is this. When you load up GTA IV, you see GTA IV (which launches Original GTA IV), you see Episodes From Liberty City (which lets you pick TLAD or TBOGT) then there is a third option which is titled Mod Manager. In mod manager you can pick from all the mods (structured like DLC folders). You could load IV SA, Vice City Rage, GTA III Rage, Ghostown, or any other TC. You can put the custom fonts in the mods menu, (with colors, and pictures).

 

A mod manager like this would be cool. It might be possible to make if someone looks into it.

honestly i don't think gtaforums admins would take kindly to that kind

I know, which is why a mod manager that loads mods where the file structure is like a DLC folder would be best for mods. I wouldn't need all kinds of GTA IV copies ether.

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Interstate Race for IVSA

 

user posted image

 

The blue/green is the start, the path is red, pink and purple are to show tunnels and places where the path overlaps another path, and yellow is the end WHITE IS CORRECTIONS AND AN ERASER

 

I know im not the best at sumo paint but i did my best...I can make more if you want... its quite fun cuz i know the sa map by heart

Edited by MERCYOVTHEDEVIL
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Nk, I think what he meant, and as I understood is this:

 

IVSA copies the IV folder, keeping a low filesize

For this trilogy pack, it could simpley copy it 3 times,

Installing each mod on each iv 1070 install

With a launcher u can select the game, the folder structure would look like this:

 

X:\.......\RageTrilogyPack\

 

\3Rage (stripped iv 1070)

\VCR (stripped iv 1070)

\IVSA (stripped iv 1070)

 

MERCYOVTHEDEVIL, IV has a limit, 26 checkpoints for each race, a interstate race would be better for cannonball races or free races, not laps.

you can add long checkpoints idrc if they take trails but they should have checkpoints with long distances.. in free mode its stupid because nobody really follows the path

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cannonball races

Actually that'd be a lot cooler, just have a few check points scattered across the map and trying to find the quickest way from Blueberry to the top of the mountain or something like that. icon14.gif

 

Edit: Something like this, just with the rest of the checkpoints filled in:

user posted image

 

Edited by SonofUgly
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Nk, I think what he meant, and as I understood is this:

 

IVSA copies the IV folder, keeping a low filesize

For this trilogy pack, it could simpley copy it 3 times,

Installing each mod on each iv 1070 install

With a launcher u can select the game, the folder structure would look like this:

 

X:\.......\RageTrilogyPack\

 

\3Rage (stripped iv 1070)

\VCR (stripped iv 1070)

\IVSA (stripped iv 1070)

 

MERCYOVTHEDEVIL, IV has a limit, 26 checkpoints for each race, a interstate race would be better for cannonball races or free races, not laps.

I agree. A launcher would work. You could even make it look like your picking multiple games in the menu even though your really not running GTA IV. That does sound realistic. Perhaps this Launcher could be used as the mod manager which has a list of the copy's of GTA IV 1.0.7.0's. I don't know if that would work as well on EFLC, except that you can put two mods in one install. However the Launcher idea would work best on 1.0.7.0.

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That planes handling is what the planes in IVSA need!!!

 

The Shamal handling is good but the Hydra handling is way to slow. That plane is supposed to be fast. Perhaps it should be even faster than it was in SA. Maybe like GTA V Fighter Jet speed. The slow handling takes all the fun out of it, however the slow handling should be saved encase we add a Han glider to the mod for some reason. (Even though it wasn't in SA it would be cool to have in the mod. However we should make it gradually sink and depend on inertia. Wouldn't be realistic if it had flight freedom that a plane has.)

Edited by nkjellman
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That planes handling is what the planes in IVSA need!!!

 

The Shamal handling is good but the Hydra handling is way to slow. That plane is supposed to be fast. Perhaps you can make it even faster than it was in SA. Maybe like GTA V Fighter Jet speed.

xactly

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That planes handling is what the planes in IVSA need!!!

 

The Shamal handling is good but the Hydra handling is way to slow. That plane is supposed to be fast. Perhaps you can make it even faster than it was in SA. Maybe like GTA V Fighter Jet speed.

xactly

Plus the turn should be slightly less sensitive. It looks a little too sensitive. But its still an ok start for the Hydra and maybe even the stunt plane.

 

But for the stunt plane, it might be possible to add the colored smoke from Parachuting in TBOGT.

 

But here is a list of things that we hopefully can do for planes.

-Skimmer doesn't die in the water. (Maybe a script to keep the engine going, or restarts the planes engine when it dies.) Hopefully the same can be done for when we have the Sea Sparrow.

-Height limit on the GTA IV version and EFLC MP version. (External flight script, or some sort of way to trick the game to thinking its on E2, which may put the height limit at TBOGT level.

-Sounds (A script that tracks the players button commands and plays sound accordingly would work out)

Edited by nkjellman
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the glider could replace the parachute and it can be used in IV, im all thumbs up for gliding in IV and not just EFLC

Edited by MERCYOVTHEDEVIL
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That planes handling is what the planes in IVSA need!!!

 

The Shamal handling is good but the Hydra handling is way to slow. That plane is supposed to be fast. Perhaps you can make it even faster than it was in SA. Maybe like GTA V Fighter Jet speed.

xactly

Plus the turn should be slightly less sensitive. It looks a little too sensitive. But its still an ok start for the Hydra and maybe even the stunt plane.

 

But for the stunt plane, it might be possible to add the colored smoke from Parachuting in TBOGT.

the glider could replace the parachute and it can be used in IV, im all thumbs up for gliding in IV and not just EFLC

Two reasons why it shouldn't replace the parachute.

 

1. SA had a parachute. SA features shouldn't be changed for new ones. New features should only be added.

2. Gliders go a lot faster than the parachute.

 

But I think we will get some scripts from TBOGT that would be useful in this.

1. Parachute scripts from TBOGT may make the parachute work.

2. Altimeter

3. Possibly nitro script so we have the nitro meter.

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And my interest has suddenly awakened.

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Nice. It should work out better. However there are a few problems that may occur.

 

1. EFLC normal radio with the IV radio stations crashes when you change radio stations. (May have to port another file to fix, but if I can't EFLC will use the radio plugin.)

2. EFLC DLC radio may get in the way.

3. GFWL Marketplace DLC radio is the biggest problem unless you can change the directory.

 

But if radio is editable now, we probably can fix it.

BTW, are you able to combine the IV radio and the EFLC radio? I would love that, then I can play with all the LC radio stations.

 

Also the radio station you replaced was the Beat-102.7, which has only one audio file. It doesn't have a bunch like Liberty Rock Radio (please don't replace, best IV station).

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Well if they can now edit the IVAUD of the Radio, then it's on the coding side now to simply rewrite all the stations as Single stream stations and THEN work on a way to blank and skip certain stations.

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Well if they can now edit the IVAUD of the Radio, then it's on the coding side now to simply rewrite all the stations as Single stream stations and THEN work on a way to blank and skip certain stations.

I want to try this on Xbox. However the DLC radio is an issue for those playing on EFLC, and those on IV who bought the GFWL DLC.

 

Edit: We should include the files for the plug in radio in the release (in a rar). It was able to do internet radio, which is a feature some would like. (and the work won't go to waste)

Edited by nkjellman
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So Blaster, hint me, what method is this using and what file formats is it ok with? Even though I'm not into IV modding, I'm still interested in the audio side as I believe GTA IV has an impressive audio engine.

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So Blaster, hint me, what method is this using and what file formats is it ok with? Even though I'm not into IV modding, I'm still interested in the audio side as I believe GTA IV has an impressive audio engine.

I will PM you tomorrow ok? with all the details included. Too sleepy now.

 

To start with I need new openiv with rpf3 editing to make some decent progress on the stations with multiple files. Spark doesn't provide adding, removing, renaming and rebuild function for rpf3.

Let me know about it too. I hope to combine IV's and EFLC's radio. I will also need to look into it because if were going to use the normal radio system I will need to figure out a fix for EFLC because it crashes when you change stations with normal radio (ported from IV).

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Flitskikker
So Blaster, hint me, what method is this using and what file formats is it ok with? Even though I'm not into IV modding, I'm still interested in the audio side as I believe GTA IV has an impressive audio engine.

A quickly written tool from me is being used for this.

 

Currently it requires a WAV file that has exactly the same length as the original file, since I hadn't have the time to check and update the file header with block count, length, etc. The same sample rate is also recommended for compatibility.

 

The two channels need to be saved separatly as mono and then encoded using IMA ADPCM (16 bits > 4 bits), which is currently being done with Matlab for accuracy.

 

Then my tool interleaves them and injects the result into an existing IV audio file.

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Great, looking forward to it having full bugless functionality, if possible.

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Looks promising, let me guess, it will be a lot of work to do that with the other radio channels because they have more than one file/track?

 

Off-topic question: Can anyone tell me or link me to a tutorial for making a texture for the streets in normal IV? I want to make all the normal streets cobble stone streets, should be doable since I dont have much exp. making mods smile.gif Thanks in advance.

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Looks promising, let me guess, it will be a lot of work to do that with the other radio channels because they have more than one file/track?

Actually, nope tounge.gif San Andreas used a Dynamic engine, so if we can adjust how many tracks appear on each station, we could essentially recreate a dynamic playlist just like in the original San Andreas, downside is that file size will be larger, the audio you guys got in the second BETA was at an average of 144kbp/s but if we use ADPCM for the actual game engine, it HAS to be 256kbp/s per track, on the plus side, the quality will be better, and on a more plus side, it would be dynamic so track order would be all mixed up and played at random, same goes for commercials, giving it a more greater variety feel to the music as opposed to the current plug in system.

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Sorry to go offtopic but I figured someone from this team would know the answer:

 

Where is the file that is used to direct which audio is loaded up when changing radio stations? I'm looking to add some stations from IV into EFLC. I've added the stations into audio/sfx and modified radiohud.dat appropriately, however I'm lost as to which file controls which .rpf is selected as you cycle through the stations. Or is it all in radiohud.dat? Or am I being too ambitious (as in it's not possible this simply).

Edited by Vintage88
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