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[WIP] IV:SA³ 'World Enhancement'


Rage Team
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If people dont have IV, does that mean the EFLC thing your saying wont work?

No it will work. The two files that are needed for the game to load up will be installed with the mod. They don't need renaming ether.

 

If they had to have IV, I wouldn't even bother doing this.

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So, how is the mission scripting going? In the OP, its mentioned that you need SCO Coders - presumably for the missions? I have never coded SCO before, but I am a software engineer so I am nearly qualified smile.gif

 

What tools do you use? googling suggests that there are no high level compilers for the sco opcodes, so are the missions coded in SCO or some other external high level language?

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Good news today: In every GTA IV\EFLC global modifications, including IVSA beta 2, traffic is limited to 10 different types of vehicles. I researched how this limit was set and I found ways to extend the limit. IV:SA3 will have 50 different types of cars and motorcycles riding across San Andreas.

 

This will also be the case in uncoming projects, VCHD & 3RC

.

nice ,how did you fix it?

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Here are some details about that, Ter. However, blaster and random figured out the cargrp+popcyc seperate to when i did though, so props to them for figuring it out. icon14.gif

Edited by Frank.s
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EncryptedReality

Saving and loading has now been implemented as well. As you'd expect , once you start the game you will be able to save and reload the game at Grove St. safehouse

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Well, firstly it only happens when you first cruise somewhere else, being that LS, countryside or anything else and it tends to happen when looking at the northeast canyons on the side alas touching the ground like you said on the airfield, then secondly you only see the objects' borders (edges) and white or normal sky and you can see some emissive cars lights in distance. That's what i witnessed, but um the paths should be removed from there, it's getting on my nerves already

 

Parked planes should be there though, else where would you get planes without spawning which you can't even do for all planes on SNT?

 

 

I don't recall it happening before i added parked planes. It just may be the problem of EPM from Threepwood. It doesn't seem right and errors quite often

EPM does not affect parked planes at all. It only affects the vehicle you are in.

And as said before, just kick EPM completely, its not needed anymore and deprecated.

The people are not willing to deliver one single word for bugfixing since I asked for it month(s) ago, so I don't care.

Noone ever told me anything about bigger problems or regular crashes, so they don't exist, easy as that. It seems I am only surrounded by people who never have problems, or minor trouble which is user error 99%, just here in IV:SA thread 2 or 3 people tell about other people having trouble, but noone ever showed up.

 

Strange, huh?

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EncryptedReality

Well, first it lags the game terribly, second it crashes after a few seconds flying a plane, that's already enough to kick it out

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As said. You are the first and only one who tells about this. But I have no prob with EPM not being part of it. wink.gif

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Great. Very warm feeling, suits it well. But hell, you already knew that.

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Oh damn does that give me an LA feeling! So gonna make Los Angeles '90s mods for this haha.

Keep up the good work, because I am forward to play this!

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Finalizing timecyc for release.

 

[EPIC PICTURE]

You did an outstanding job on that timecyc. However there are some adjustments I would make.

 

1. When it first becomes night time, it seems too bright. The country side looks like it has the light pollution you see in the city.

2. By any chance, check out how the fog is done in Visual IV for foggy. If you can, you should increase the draw distance and make the fog effect show to simulate smog. It will make things come into veiw nicer. Now, you see mountains form out of the sky.

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Oh damn does that give me an LA feeling! So gonna make Los Angeles '90s mods for this haha.

Keep up the good work, because I am forward to play this!

If your mods meet a certain level of quality, it can be released as a official add-on.

I don't know if I am good or not, I convert, create several things, make accurate mods..

http://www.gta4-mods.com/vehicles/chevrole...departme-f15475

^sample.

 

Ontopic; Can't wait for a proper BETA, it is so awesome! The map, the '90s, the characters, everything!

 

EDIT: I joined your site, guys.

Edited by Intensified
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Flitskikker

Not a lot of progress yet. But that's because this part will need the most work, namely the add-on system.

The web end for it is now almost done:

 

user posted image

 

user posted image

 

Left to do:

  • Finish the web end
  • Make the complete add-on install/remove/update system
  • Create a nice page for the main menu's browser
  • Thorough testing
  • Upload all the new translations
  • Wait for the translators to finish translating
  • Compile and include all the translations
  • Package all the currently available add-ons
  • Update the InstallShield project
  • More testing
  • Uploading everything
  • Release
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Squirlkiller

i think you should limit the amount of text in the description and put "show more" to not have the problem of a super long addon square (like the IVSA fun script)

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EncryptedReality

Showcasing new features... Come join us!

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Flitskikker
i think you should limit the amount of text in the description and put "show more" to not have the problem of a super long addon square (like the IVSA fun script)

They should have short description, yeah, these are just placeholder add-ons.

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can traffic limit fix be used 1.05 vanilla IV? in case someone would like to play in LC with more cars smile.gif

anyway, everything looks amazing, good job guys!

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Timecyc looks good, is it a combination with VisualIV? I heard one of the versions doesn't use visualIV.

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@Who ever made the Flame Thrower: Hate to inconvenience you, but you made the weapon use EPISODIC_1. Can you change it to use EPISODIC_4? The reason is, EPISODIC_1 is used by the Grenade Launcher in TBoGT. I don't want to cause any issues by changing this because the script that spawns it may cause crashes in IV due to invalid weapon, and cause EFLC to spawn the grenade launcher. It will also cause issues with the flame effect. EPISODIC_4 is open in TBoGT. Next time you add a weapon, make sure it doesn't interfere with the TBoGT weapons. There are still plenty of other slots to use.

 

@Who ever did the menu hack: Can you update the gta4browser.exe so TLAD and TBoGT's web pages for the menu is the IV SA's page, like you did with IV? I have no idea how to change the links in there.

 

@GTARandom: Tell me how I can do a stream so I can show you guys where I'm getting crashes.

Edited by nkjellman
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Flitskikker

The add-on system is "done" now. I.e. it works basically in my environment but needs thorough testing.

 

Please contact me if you already have an add-on to be included for testing. smile.gif

 

If you can make better icons than these, please contact me, too:

 

user posted image

 

Thanks!

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The add-on system is "done" now. I.e. it works basically in my environment but needs thorough testing.

 

Please contact me if you already have an add-on to be included for testing. smile.gif

 

If you can make better icons than these, please contact me, too:

 

user posted image

 

Thanks!

Thought you were going to make Enhanced work on EFLC. With the newest EFLC files I put on the DB, all the launcher has to do is the file renaming it has to do with 1.0.7.0, plus renaming the DLC folders.

 

Edit: The enhanced single player script works on EFLC. However the cell phone for some reason looks like Johnny's cell phone, and MP is just blank. This is on TBoGT.

Edited by nkjellman
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Flitskikker

That code for EFLC is already in (but not tested).

 

@YoungGun: CJ is forced. Too much hassle otherwise. You can restore playerped.rpf manually.

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Do I have to be CJ? Can I be Niko instead?

We don't have an option in the installer for you to pick Niko or CJ. However you can put Niko back in.

 

Edit: Could someone enable these sco scripts in the script.img?

parachute_ai.sco

parachute_player.sco

parachutelauncher.sco

 

I'm thinking that enabling these files, may fix the parachute. If it fixes the parachute on TBoGT, I just might be able to get the parachute working on IV.

Edited by nkjellman
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