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[WIP] IV:SA³ 'World Enhancement'


Rage Team
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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.

Parachute in IV would be amazing. Looking forward to it.

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Very good job flitskikker! Looks all really promising.

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EncryptedReality

 

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.

Aren't there specific animations in TBOGT for them too? And flight physics... there's got to be more then just script

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installation was ok but my problem is about loading screen it crashes after STORY COMPLETE

l think it's because l told to not move savegame when installing

so what l have to do to fix it?

copy my rockstargames folder (located in mydocs) to what folder?

 

ps: l've posted the same question in gtaivsa forum(actually a topic in FAQ)

Edited by GIXXER
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Your game is crashing because IVSA is trying to load normal GTAIV gamesaves, go into your save folder and rename all of them to have # at the start, then start up IVSA.

When you want to play normal GTAIV again and load your saves, rename the save files so that the # gets removed. smile.gif

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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.

Aren't there specific animations in TBOGT for them too? And flight physics... there's got to be more then just script

Yes there is. If this fixes TBoGT, then there is a good chance thatit could work on IV.

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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.

Aren't there specific animations in TBOGT for them too? And flight physics... there's got to be more then just script

script (script.img(tbogt/common/data/cdimages))

-parachutelauncher.sco ( base )

-parachute_player.sco

-parachute_ai.sco

 

audio (EP2_SFX.rpf(tbogt/pc/audio/sfx/))

-PARACHUTE

 

 

animation (anim.img(tbogt/pc/anim/))

- PARACHUTE.wad

-JUMP_RIFLE.wad

-JUMP_STD.wad

-missbasejump.wad

 

 

model ( e2-xref.img( tbogt/pc/data/maps/props))

-e2_para_pack_dyn.wdr

-e2_parachute.wdr

-e2_parachute_pack.wdr

-e2_parachute_f.wft

 

texture e2-xref.img

e2_parachute.wtd

e2_parachutepack.wtd

 

model2 (playerped.rpf (tbogt/pc/model/cdimages)

-sus2_001_u.wdr

-sus2_002_u.wdr

 

texture2 playerped.rpf

-sus2_001_u.wtd

-sus2_002_u.wtd

 

 

texture3 hud.wtd (tbogt/pc/textures/)

-parachute.dds

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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.

Aren't there specific animations in TBOGT for them too? And flight physics... there's got to be more then just script

script (script.img(tbogt/common/data/cdimages))

-parachutelauncher.sco ( base )

-parachute_player.sco

-parachute_ai.sco

 

audio (EP2_SFX.rpf(tbogt/pc/audio/sfx/))

-PARACHUTE

 

 

animation (anim.img(tbogt/pc/anim/))

- PARACHUTE.wad

-JUMP_RIFLE.wad

-JUMP_STD.wad

-missbasejump.wad

 

 

model ( e2-xref.img( tbogt/pc/data/maps/props))

-e2_para_pack_dyn.wdr

-e2_parachute.wdr

-e2_parachute_pack.wdr

-e2_parachute_f.wft

 

texture e2-xref.img

e2_parachute.wtd

e2_parachutepack.wtd

 

model2 (playerped.rpf (tbogt/pc/model/cdimages)

-sus2_001_u.wdr

-sus2_002_u.wdr

 

texture2 playerped.rpf

-sus2_001_u.wtd

-sus2_002_u.wtd

 

 

texture3 hud.wtd (tbogt/pc/textures/)

-parachute.dds

All those files are used except for the scripts in Ghostown and IV SA EFLC versions, and no parachute in both. So enabling the scripts may help fix the bug in TBoGT. If it does, this may mean that the IV version of Ghostown and IV SA, and Ghostown Zombie Mode on TLAD will get the parachute.

 

But if that can't happen, the parachute can be remade, and it can have the TBoGT animations to make it more realistic. Kinda like how the Superman mod had the TBoGT animations.

 

@Frank.s: I don't know why you people don't want to do it the convenient way.

 

-DON'T USE LIVELESS

-SIGN OUT OF GAMES FOR WINDOWS LIVE

-NEVER TOUCH YOUR SAVES AGAIN.

 

Also I think we might be able to edit the gameversion.txt and episodeversion.txt. We might be able to change our saves ID so by default it will load an IVSA save and won't mess with the IV and TBoGT saves.

Edited by nkjellman
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Flitskikker

Here's the message:

 

user posted image

 

I could find the string "Downloadable content not found. Start a new game of Grand Theft Auto Episodes From Liberty City?" in the GXT file. Are you sure it's in it?

 

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Random question; Will the Traffic paths will be fixed/worked on?

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Here's the message:

 

user posted image

 

I could find the string "Downloadable content not found. Start a new game of Grand Theft Auto Episodes From Liberty City?" in the GXT file. Are you sure it's in it?

That may not be the exact message. I'll pull up a screenshot shortly.

 

UPDATE: Here is the image. In the default Episodes From Liberty City american.gxt it says that. But because the IV SA one is built from the IV american.gxt, it says this.

user posted image

 

But anyways, if we are going to put a working TV in the safe house, we should put this on it.

 

 

Edit: Here is an overview of signing in to Games For Windows Live before pressing play.

-GTA IV SA 1.0.7.0 Classic: Sign out of Games For Windows Live before pressing play.

-GTA IV SA 1.0.7.0 Enhanced: Sign out of Games For Windows Live before pressing play. Once the game loads up sign in to Games For Windows Live if you want to play Multiplayer.

-GTA IV SA 1.1.2.0 Classic: Sign out of Games for Windows Live before pressing play. Pick PLAY GTA IV San Andreas, and not PLAY Lost and Damned. (We should change TLAD's text to PLAY Quick Slide Show then Crash. Or just Disabled if you want to be more professional. However the other way is more honest, and funny. If we do the other way, troll face loading screens?)

-GTA IV SA 1.1.2.0 Enhanced: Sign in to Games for Windows Live BEFORE pressing play.

 

@GTARandom: Could you tell me how to do a stream so I can show you what is happening with the crashes? It seemed fine with west LS, but I found a new crash spot.

Edited by nkjellman
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Here's the message:

 

user posted image

 

I could find the string "Downloadable content not found. Start a new game of Grand Theft Auto Episodes From Liberty City?" in the GXT file. Are you sure it's in it?

That may not be the exact message. I'll pull up a screenshot shortly.

 

UPDATE: Here is the image. In the default Episodes From Liberty City american.gxt it says that. But because the IV SA one is built from the IV american.gxt, it says this.

user posted image

 

But anyways, if we are going to put a working TV in the safe house, we should put this on it.

 

 

Edit: Here is an overview of signing in to Games For Windows Live before pressing play.

-GTA IV SA 1.0.7.0 Classic: Sign out of Games For Windows Live before pressing play.

-GTA IV SA 1.0.7.0 Enhanced: Sign out of Games For Windows Live before pressing play. Once the game loads up sign in to Games For Windows Live if you want to play Multiplayer.

-GTA IV SA 1.1.2.0 Classic: Sign out of Games for Windows Live before pressing play. Pick PLAY GTA IV San Andreas, and not PLAY Lost and Damned. (We should change TLAD's text to PLAY Quick Slide Show then Crash. Or just Disabled if you want to be more professional. However the other way is more honest, and funny. If we do the other way, troll face loading screens?)

 

@GTARandom: Could you tell me how to do a stream so I can show you what is happening with the crashes? It seemed fine with west LS, but I found a new crash spot.

-GTA IV SA 1.0.7.0 Classic: Sign out of Games For Windows Live before pressing play.

-GTA IV SA 1.0.7.0 Enhanced: Sign out of Games For Windows Live before pressing play. Once the game loads up sign in to Games For Windows Live if you want to play Multiplayer.

 

I don't know where this is needed for, game works either way, not needed to add extra messages.

Doing it this way, you don't need to move your save games around. But I think I know how to clear the save game issue. The gameversion.txt has a number that identifies the save game number. This may be useful. Hopefully it will allow us to have this occur.

 

When we load IV SA it loads the newest IV SA save, even if there is a GTA IV save that is newer.

When we load GTA IV it loads the newest GTA IV save, even if there is a IV SA save that is newer.

 

My guess is when the game loads a save, it reads the number in the file, and it loads the newest save with this number. Its probably how they keep GTA IV, TLAD, and TBOGT saves separate.

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Flitskikker

I've changed the GXT message.

 

So we have:

 

Classic:

  • EFLC Rename Folders: No
  • EFLC Show Sign In Message: No
Enhanced:
  • EFLC Rename Folders: Yes
  • EFLC Show Sign In Message: Yes
Where the Sign In message is:

user posted image

 

I hope it's okay now, because more distinction stuff can become too complex.

If needed, I can change the message, but I prefer to not add more distinction stuff in the game type files.

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I've changed the GXT message.

 

So we have:

 

Classic:

 

 

 

EFLC Rename Folders: No

 

 

 

EFLC Show Sign In Message: No

 

 

 

Enhanced:

 

 

 

EFLC Rename Folders: Yes

 

 

 

EFLC Show Sign In Message: Yes

 

 

 

Where the Sign In message is:

user posted image

 

I hope it's okay now, because more distinction stuff can become too complex.

If needed, I can change the message, but I prefer to not add more distinction stuff in the game type files.

Ok that sounds good. But one more thing. EFLC Enhanced also requires the file renaming that IV Enhanced has.

 

Edit: I hope I can fix the menu. The colors have been changed before on the Xbox. Why would Rockstar do it differently on PC?

BTW, do you think you might be able to edit the exe to fix the menu colors, that is if its in the exe? Also the TBoGT menu is the same. It isn't IVSA.

Edited by nkjellman
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Flitskikker

If you mean the images renaming, that's done for all GTA versions.

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If you mean the images renaming, that's done for all GTA versions.

No I'm talking about the web page.

 

Also, I'm trying to figure out a way to change the menu text colors in TBoGT.

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Flitskikker

 

If you mean the images renaming, that's done for all GTA versions.

No I'm talking about the web page.

 

Also, I'm trying to figure out a way to change the menu text colors in TBoGT.

You mean the main menu web page? That's controlled by the launcher and also works on EFLC.

 

Now as we're speaking about that, its contents are done. smile.gif

 

user posted image

 

Also, a little modification using ResHack:

 

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

 

Update the InstallShield project

 

Configure all the currently available add-ons

 

Upload all the new translations

 

Wait for the translators to finish translating

 

Compile and include all the translations

 

Compile all the currently available add-ons

 

Compile the InstallShield project

 

More testing

 

Uploading everything

 

Release

 

Edited by flitskikker
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I noticed the gta4browser.exe on the db is the default one. Guess that is why its not working. Now the launcher takes care of it.

 

However, do you think the start menu colors for the DLC can be edited. On the DLC there not editable through the hudcolor.dat.

 

As for the pause menu, I've fixed the sub menu text, and added the lines back. As TBoGT uses a texture for this, I'll need to change the texture. But the rainbow text on the top doesn't seem to be editable ether. I saw it done on the Xbox 360, but don't know how to do it on PC.

 

Anyway about that web page. I like it. But some things you should include to make it even better.

You should add a spot where official videos can be shown, like in IV. But even better, a event page that we can upload Multiplayer events on. This way people will see when official IV SA MP games will be hosted right from their start menu.

Edited by nkjellman
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@FK, I'm really impressed, it's looking far better then I ever expected when this project started.

 

Todo list for GTARandom and me:

 

- Deal with remaining crashes, if any

- Fix some interior issues

- Create races in LS

- Adjust secret script.

- Extra sunny weather

- Add col mats+proc in desert and LV

- Optimize LS

Probably forgot something

-fix car paths

Also at sweets house I crash sometimes. I crashed when going up the stairs on his porch. On EFLC when you fly as high as possible, major FPS drops, and can crash sometimes. There also is spots where models flicker, (Kinda like on IV when you do the Empire State building glitch with the helicopter.)

 

Anyways, I just thought about this, and I hate to be difficult. We have a few options to pick for MP.

 

Option 1: We release MP the way as planned. We f*ck up all the original GTA IV servers. People will be giving us all kinds of hate because they keep on crashing, both on normal GTA IV and on IV SA. This option will piss people off, and is worse than not releasing it at all. It will cause all sorts of trouble and I'd hate to have this happen.

 

Option 2: We find a way to isolate normal IV players from IV SA players. Maybe renaming game mode scripts might help. We need to stop IV players from joining IV SA games, and we need to stop IV SA players from joining IV games. Another idea is to change which path files are used to make them incompatible. So when an IV player joins an IV SA game, or when an IV SA player joins an IV game, there stuck in the lobby screen. I remember getting stuck in the lobby screen when I installed the World Trade Center mod, which deleted one of the path files to remove the cars on the plaza.

 

Option 3: This option is the easiest. It will stop crashes for both IV players and IV SA players. We use the original vehicles.img. Retexture the cars to fit with SA's map instead of LC. This will stop the car model conflicts. Obviously on single player we still will use SA cars. There would be 3 buttons in the launcher. Classic, Enhanced, and Multiplayer. Classic stays the same, Enhanced is only single player mode, and Multiplayer is Enhanced but with the default vehicles.img. Worse that can happen is you will see people flying in the air because they have a different map.

 

Option 4: We cancel MP and stick to buggy IV: MP, for Beta 3. I'm sure no one wants this ether, but its a better choice than releasing a crashing MP, which also makes the normal MP crash.

 

So we really should vote here. When GTARandom was playing MP on IV SA, I tested how it would handle if I went by him on the normal GTA IV. It was fine right up till I went by him, I crashed, and I bet he crashed too. Now once this is public, a lot of people will download this mod and install it. There will be a lot of IV SA players, and a lot of IV players. Both MP's are fun, and I don't want to ruin both. So we should try to do Option 2 or Option 3.

 

If we do Option 1, IT WILL RUIN NORMAL IV MP, AND IV SA MP. Putting GTA IV: San Andreas on the server name won't stop IV players from joining. Some are noobs that think that when they join they will automatically be in San Andreas, with out installing the mod.

Edited by nkjellman
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The only players you would be crashing with option one are other modders, not legitimate players. I don't see what the big deal is...

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The only players you would be crashing with option one are other modders, not legitimate players. I don't see what the big deal is...

No legit players will crash. I went by Random on my game and I crashed. I was on normal IV, and he was on IV SA.

 

IVSA Players will crash from IV players, and IV players will crash from IVSA players.

 

Edit: I vote option 3.

-Won't take much time

-MP will be stable on IV SA and will remain stable on IV.

-Vehicle textures already done from before.

Edited by nkjellman
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The only players you would be crashing with option one are other modders, not legitimate players. I don't see what the big deal is...

No legit players will crash. I went by Random on my game and I crashed. I was on normal IV, and he was on IV SA.

 

IVSA Players will crash from IV players, and IV players will crash from IVSA players.

 

Edit: I vote option 3.

-Won't take much time

-MP will be stable on IV SA and will remain stable on IV.

-Vehicle textures already done from before.

Players with modded files are isolated from unmodded players though. When you were playing normal IV, did you have any mods installed? If not, did you join him through your friends list or server browser?

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The only players you would be crashing with option one are other modders, not legitimate players. I don't see what the big deal is...

No legit players will crash. I went by Random on my game and I crashed. I was on normal IV, and he was on IV SA.

 

IVSA Players will crash from IV players, and IV players will crash from IVSA players.

 

Edit: I vote option 3.

-Won't take much time

-MP will be stable on IV SA and will remain stable on IV.

-Vehicle textures already done from before.

Players with modded files are isolated from unmodded players though. When you were playing normal IV, did you have any mods installed? If not, did you join him through your friends list or server browser?

Joined with the Simple Native Trainer.

 

Forgot about the modded files people being isolated. But most people who play on the PC in Free Mode have modded files.

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I regularly switch between modded and unmodded installs and I can assure you there's far more unmodded players out there. It's cool that you're looking out for modded players, but there's really not too many out there. They knew what they were getting into when they modded their files anyway.

 

btw isn't there a way you can label IVSA matches with something like 'Only Join With IV:SA Installed'? sjaak managed to do it with Simple Native Trainer.

Edited by Deadly Target
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EncryptedReality

Maybe i'll just ask Rockstar orly.gif

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I regularly switch between modded and unmodded installs and I can assure you there's far more unmodded players out there. It's cool that you're looking out for modded players, but there's really not too many out there. They knew what they were getting into when they modded their files anyway.

 

btw isn't there a way you can label IVSA matches with something like 'Only Join With IV:SA Installed'? sjaak managed to do it with Simple Native Trainer.

That may help. I'm not only looking out for modders, I'm trying to make you guys think about this. If we do option 1, IV SA MP will be unstable in public games. People who lack common sense will join IV SA servers with normal IV. As for IV SA, we might be able to put a filter on it so only IV SA servers are shown. (Only allows servers that have the IVSA ONLY label on them)

Edited by nkjellman
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Flitskikker

Labeling stuff for multiplayer was being worked on, but it's buggy.

 

---

 

All the DLC has been added! biggrin.gif

 

user posted image

 

Also, we've added a nice draw distance option for you to adjust if to improve performance or graphics.

 

user posted image

Edited by flitskikker
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Very good, keep it up.

 

Have you added an uninstall feature for each addon? Otherwise you might get noobs complaining about not being able to go back to default IV:SA³. lol.gif

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