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[WIP] IV:SA³ 'World Enhancement'


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I wish i was a very skilled programmer... but, unfortunately i'm not. My field is art in modeling and texturing and i guess you can say mapping. Yes, that's what i think

 

To be honest, i'm surprised i even got this to work what i did and much more was planned for Beta 3 but scrapped because i lacked skill on how to program it and there were no other people who were interested or capable of doing such things in the team back then.

 

Now, however, it's even worse, nobody is here to help out this mod at all, yet everyone is looking to see it being developed further with a slight support at that as well.

 

 

I don't know, i guess GTA V mutated people into thinking that only that is awesome and that the people involved in such tough project mods such as this one were nearly utterly forgotten!

You guys did a FANTASTIC job with this mod. This is by far my favorite IV mod.

 

I personally like the gang war script for what it is, the only problem is the lack of ped paths on the streets (why is that btw?).

 

I wish I knew how to write code man, I would love to help you out.

Edited by K0ol-G-R4P

What are you talking about?

 

Ped paths exist in the mod but you have to install an add-on for them using our launcher application for the mod ;)

 

P.s just take a look at this video, you can see that there are people walking the streets in the beginning of it!

 

https://www.youtube.com/watch?v=oljjH6c96aU&list=UUHYVE-so9Ub3tFckKx9q0uw

Edited by GTARandom

If you want, I think I still have the actual Ped update file somewhere on my computer... I can upload it for those who cant access it on the launcher (I remember there being some glitch where it wouldnt let you access certain files)

 

If i had a TODO list for the mod, i could program some missing stuff. I'm very experienced with C# and i can get my way around C++ just fine.

how about you try scripting a taco truck stand to show your skills :p

 

 

I think that falls more onto the modelling side of things.

 

 

If i had a TODO list for the mod, i could program some missing stuff. I'm very experienced with C# and i can get my way around C++ just fine.

how about you try scripting a taco truck stand to show your skills :p

 

 

I think that falls more onto the modelling side of things.

 

the truck itself does... I was referring to a script where you can choose what you want to buy from a stand and you gain health from eating it (Similar to the various resturaunts in IV/SA)

If you want, I think I still have the actual Ped update file somewhere on my computer... I can upload it for those who cant access it on the launcher (I remember there being some glitch where it wouldnt let you access certain files)

 

Sure, i myself wouldn't mind you to upload the ped paths.

Edited by GTARandom

I don't even remember there having been a taco truck in san andreas lol. I have the mod, but i really have no idea what is done and what is missing apart from the obvious big stuff like story missions which would require animation work.

 

 

 

 

If i had a TODO list for the mod, i could program some missing stuff. I'm very experienced with C# and i can get my way around C++ just fine.

how about you try scripting a taco truck stand to show your skills :p

 

 

I think that falls more onto the modelling side of things.

 

the truck itself does... I was referring to a script where you can choose what you want to buy from a stand and you gain health from eating it (Similar to the various resturaunts in IV/SA)

 

But it's too pointless. How about a script for the gamble minigames in the casinos.

 

that works too

I don't even remember there having been a taco truck in san andreas lol. I have the mod, but i really have no idea what is done and what is missing apart from the obvious big stuff like story missions which would require animation work.

 

Maybe they mean the HotDog truck?!

 

This one is what i mean:

 

 

891670_496086993788952_3596820_o.png

Edited by GTARandom

What are you talking about?

 

Ped paths exist in the mod but you have to install an add-on for them using our launcher application for the mod ;)

 

P.s just take a look at this video, you can see that there are people walking the streets in the beginning of it!

 

https://www.youtube.com/watch?v=oljjH6c96aU&list=UUHYVE-so9Ub3tFckKx9q0uw

All I see are peds walking on the sidewalk which is exactly what I have.

 

Peds freeze when in the streets/roads.

 

Unless i missed an update that fixed that.

 

This is what I am talking about.

 

 

 

See how the ballas at 1:30 standing in the street just stand and shoot?

Edited by K0ol-G-R4P

Oh, i see - that's what i thought was the problem that you were mentioning but wasn't entirely sure...

 

Well, firstly what you call "ped paths" are actually navmeshes, actual 3D geometry meshes/models which serve as surfaces that peds walk/navigate on!

 

And secondly, the reason peds don't navigate/walk on anything else but the sidewalks is because only the sidewalk sub-objects were extracted into navmesh files for use in IV:SA

 

 

I don't think that's really an issue all that much, unlike scripts implementation into the mod such as the aforementioned casino games, purchasing food and other minigames found in the old SA game!

 

 

 

Also, don't you think that IV:SA "life" is messed up in general?! Did you see how the traffic is driving on freeways and even cities, not to mention that they also drive like they are in regular street environment even where they shouldn't? - Countryside off-road tracks for example!

 

 

If the mod development was to be continued, i think it would be the best to start over with the whole thing, but maybe leave "side-stuff" like peds, cars, props and minorities like that intact(ofcourse, some objects would be made breakable now that we have .oft support!)

 

Map is messed up, "the life" in IV:SA is messed up and much more than that is also messed up!

 

 

 

Oh, by the way, i forgot to mention that also most people are messed up and ask for stuff but don't want to help at all!

 

Those of you who do want to help, please free excluded from this statement!

 

 

Ok, maybe the statement marked in red was a bit too harsh, but it just seems like it. It's not easy to make a mod, especially when the mod creator is alone and unsupported by most former fans!

Edited by GTARandom
  • Like 1

Oh, i see - that's what i thought was the problem that you were mentioning but wasn't entirely sure...

 

Well, firstly what you call "ped paths" are actually navmeshes, actual 3D geometry meshes/models which serve as surfaces that peds walk/navigate on!

 

And secondly, the reason peds don't navigate/walk on anything else but the sidewalks is because only the sidewalk sub-objects were extracted into navmesh files for use in IV:SA

 

 

I don't think that's really an issue all that much, unlike scripts implementation into the mod such as the aforementioned casino games, purchasing food and other minigames found in the old SA game!

 

 

 

Also, don't you think that IV:SA "life" is messed up in general?! Did you see how the traffic is driving on freeways and even cities, not to mention that they also drive like they are in regular street environment even where they shouldn't? - Countryside off-road tracks for example!

 

 

If the mod development was to be continued, i think it would be the best to start over with the whole thing, but maybe leave "side-stuff" like peds, cars, props and minorities like that intact(ofcourse, some objects would be made breakable now that we have .oft support!)

 

Map is messed up, "the life" in IV:SA is messed up and much more than that is also messed up!

Thanks for clearing that up. Had a feeling I wasn't describing things well, again I'm not a scripter or a modeler so my terminology could be wrong (and it was in this case).

 

You're right the ped thing is not a big issue at all, it just looks awkward when peds are just standing there sometimes instead of trying to take cover or strafing.

 

IV:SA life is a bit messed up, yes traffic goes haywire in some places but you guys did the best you could with the tools available at the time.

 

I'd love for "the life" to be reworked but I think if this project were to be rebooted it should be continued on V.

Yeah, at least the circumstances would be better if it was worked on using V as the game base rather than IV/EFLC because there wouldn't be all that interference/hype re-routing the fans to V instead of making them wait and appreceate the effort of this mod's makers and not just forgetting everything!

 

I remember when there was 100% hype for this mod, it was an epic, unforgettable feeling... 200+ people would watch this thread in anticipation for more content, it was so exciting and it motivated us to get to where we got with Beta 3 :)

 

Right now there is not that much motivation for this mod as not as many people are wanting it any more as they used to and they usually use V being better as an argument

 

The thing also is that if there would be more people interested in the mod, more would be willing to and be able to help out on the mod, trust me, this mod would never be released if it was worked on by just ONE, heck even 3 persons!

 

Not even the first beta!

 

 

Also guys, just out of curiousity, which MSVS(Visual Studio) do you preffer, 2010 or 2013?

Edited by GTARandom
  • Like 2

2010 all the way as I'm still on NT 6.0.

I still think that rebooting this mod on IV/EFLC would be a good thing, If anything it could be incorporated into the SOL rage version... much like how NWO's SA mod was made into the official SA version...

 

That would actually generate quite a bit of hype due to having (SA, VC, III) on the same map, although with NTA cracking IV's limits little by little it would also be a tedious task...

 

I am in this 100% much like how I am in SOL 100%

 

also, I have a good friend of mine from Indonesia who is a coder... I am asking him to try to learn more about how IV functions so that he can be an asset for this mod

 

 

If you want, I think I still have the actual Ped update file somewhere on my computer... I can upload it for those who cant access it on the launcher (I remember there being some glitch where it wouldnt let you access certain files)

 

Sure, i myself wouldn't mind you to upload the ped paths.

 

Here ya go, sorry about the long wait ;)

Edited by Ss4gogeta0

2010 all the way as I'm still on NT 6.0.

 

Ai'ight, thanks! :)

 

I think i preffer 2010 too because i'm faimiliar with it more than 2013 and the IVSCOcl compiler doesn't work right with 2013 version.

Here's my version of the bike ride for IV:SA:

 

https://www.youtube.com/watch?v=PVTaKnm4mwk

Edited by GTARandom
  • Like 2

Here's my version of the bike ride for IV:SA:

 

 

 

Now this mod is 100% completed, haha :)

2010 all the way as I'm still on NT 6.0.

 

Wait.. You're still using Windows Vista?

Oh god, now everything makes sense! This is why you asked me, if i had vista installed on my pc because citizenIV doesn't work on it. :)

No, i don't hate vista. I still like it because of its design. And since SP2 it's a really stable OS.

Edited by countergame

Wait.. You're still using Windows Vista?

Oh god, now everything makes sense! This is why you asked me, if i had vista installed on my pc because citizenIV doesn't work on it. :)

No, i don't hate vista. I still like it because of its design. And since SP2 it's a really stable OS.

Me neither, I never had any major issues with it :pp

  • Like 2

JulioNIB's new bike mod in IV:SA :colgate:

 

I know my bike skills are terrible. I really need to work on them lol

 

Anyways to get the script to work for IV:SA you have to activate beauty.img. The bike animations will not work without that IMG file active with the pedal files from the mod package.

 

1) add beauty.img to your IV:SA installation if it's not present. (it wasn't present in mine, i think the installer deletes it)

2) Open OpenIV and add the pedal files from the mod package (folder labeled "to beauty.img") to beauty.img.

3) activate beauty.IMG in images_sa_IVSA3SP.

 

This is how the text looks in my images_sa_IVSA3SP.

platformimg:/ivsa/multiplayer/dummymap/beauty        1

 

Working for me.

Thanx for that ;)

Edited by BBHD

I remember when there was 100% hype for this mod, it was an epic, unforgettable feeling... 200+ people would watch this thread in anticipation for more content, it was so exciting and it motivated us to get to where we got with Beta 3 :)

 

Right now there is not that much motivation for this mod as not as many people are wanting it any more as they used to and they usually use V being better as an argument

So a bad time to bring up the fact that I've worked out a way to convert the radio to GTA IV AND Keep it Dynamic AND keep additional DJ comments for songs and stuff thanks to Audio inversion. :p Seriously, looking back at the old beta, I'm ashamed and sorry at how sloppy the Radio work was (Still a better job than War Drum at least), this method came around after finding out the radio formats were cracked and we could change the counts, I've been sitting on those tests for a while but didn't expect this mod to continue, a missed chance as it were.

  • Like 2

Personally,I feel that this will come in handy. For GTA V, a combination TC of III RC, VCR, and IV SA where you can fly between each would work nice. You can switch between Claude Speed, Tommy Vercetti, and Carl Johnson. I think GTA V on PC may support EIV mapping which will allow for things to look more detailed with out remodeling. I wonder how that would work on 6th gen era models.

Personally,I feel that this will come in handy. For GTA V, a combination TC of III RC, VCR, and IV SA where you can fly between each would work nice. You can switch between Claude Speed, Tommy Vercetti, and Carl Johnson. I think GTA V on PC may support EIV mapping which will allow for things to look more detailed with out remodeling. I wonder how that would work on 6th gen era models.

Bahhh.. screw GTA V... Modding probably wont be avaliable for it until months after its released...

 

 

Oh, i see - that's what i thought was the problem that you were mentioning but wasn't entirely sure...

 

Well, firstly what you call "ped paths" are actually navmeshes, actual 3D geometry meshes/models which serve as surfaces that peds walk/navigate on!

 

And secondly, the reason peds don't navigate/walk on anything else but the sidewalks is because only the sidewalk sub-objects were extracted into navmesh files for use in IV:SA

 

 

I don't think that's really an issue all that much, unlike scripts implementation into the mod such as the aforementioned casino games, purchasing food and other minigames found in the old SA game!

 

 

 

Also, don't you think that IV:SA "life" is messed up in general?! Did you see how the traffic is driving on freeways and even cities, not to mention that they also drive like they are in regular street environment even where they shouldn't? - Countryside off-road tracks for example!

 

 

If the mod development was to be continued, i think it would be the best to start over with the whole thing, but maybe leave "side-stuff" like peds, cars, props and minorities like that intact(ofcourse, some objects would be made breakable now that we have .oft support!)

 

Map is messed up, "the life" in IV:SA is messed up and much more than that is also messed up!

 

 

 

Oh, by the way, i forgot to mention that also most people are messed up and ask for stuff but don't want to help at all!

 

Those of you who do want to help, please free excluded from this statement!

 

 

Ok, maybe the statement marked in red was a bit too harsh, but it just seems like it. It's not easy to make a mod, especially when the mod creator is alone and unsupported by most former fans

 

GTARandom, Like I said, I am still here if you want to start on remaking this mod... I mean 2 people are better than one...

 

or rather, why not come to SOL and help me, X-Seti, and NWO on a RAGE version? There is Hype to be shared on SOL, aswell as it would be a small group... Me, you, X-seti, and NWO...

 

which is better than just being alone...

 

 

I remember when there was 100% hype for this mod, it was an epic, unforgettable feeling... 200+ people would watch this thread in anticipation for more content, it was so exciting and it motivated us to get to where we got with Beta 3 :)

 

Right now there is not that much motivation for this mod as not as many people are wanting it any more as they used to and they usually use V being better as an argument

So a bad time to bring up the fact that I've worked out a way to convert the radio to GTA IV AND Keep it Dynamic AND keep additional DJ comments for songs and stuff thanks to Audio inversion. :p Seriously, looking back at the old beta, I'm ashamed and sorry at how sloppy the Radio work was (Still a better job than War Drum at least), this method came around after finding out the radio formats were cracked and we could change the counts, I've been sitting on those tests for a while but didn't expect this mod to continue, a missed chance as it were.

 

Ash, you need to teach me how to do so.. This will greatly help me (My Current IV radio mods only seem to work when replacing certain stations)

Edited by Ss4gogeta0

 

specially when the mod creator is alone and unsupported by most former fans

GTARandom, Like I said, I am still here if you want to start on remaking this mod... I mean 2 people are better than one...

 

or rather, why not come to SOL and help me, X-Seti, and NWO on a RAGE version? There is Hype to be shared on SOL, aswell as it would be a small group... Me, you, X-seti, and NWO...

 

which is better than just being alone...

 

 

It IS better than working alone indeed... but how could i help you guys?

Edited by GTARandom

 

 

specially when the mod creator is alone and unsupported by most former fans

GTARandom, Like I said, I am still here if you want to start on remaking this mod... I mean 2 people are better than one...

 

or rather, why not come to SOL and help me, X-Seti, and NWO on a RAGE version? There is Hype to be shared on SOL, aswell as it would be a small group... Me, you, X-seti, and NWO...

 

which is better than just being alone...

 

 

It IS better than working alone indeed... but how could i help you guys?

 

well, you would have to ask X-seti specifically about that one... He is the mod leader so he could tell you better than I can...

 

right now we are doing bug squashing for the VC version while NWO is busy tackling the SA version since NTA helped crack the SA Limits...

 

But we are looking for new members for the SOL project :)

Edited by Ss4gogeta0

As you probably know, i'm only interested in the RAGE version of GTA: SOL

 

 

Can you share some more details about that?

 

I'm assuming the bounds breaking has to do with CitizenFX that NTA is creating and ViiV/CitizenIV project

Edited by GTARandom

As you probably know, i'm only interested in the RAGE version of GTA: SOL

 

 

Can you share some more details about that?

 

I'm assuming the bounds breaking has to do with CitizenFX that NTA is creating and ViiV/CitizenIV project

Im not too sure how far X-seti got on the RAGE engine version of SOL, last I remember he went in solo on it...

 

I havnt really been too involved in the mod lately due too finals at school this past few weeks.. but Im finished with that and will be more active with SOL so I got alot to catch up on for my part of the modding...

 

but yea, if you want to work on the RAGE engine, X-seti should have everything you need to get started :p

 

http://gtaforums.com/forum/265-gta-state-of-liberty/

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