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[WIP] IV:SA³ 'World Enhancement'


Rage Team
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Oh. I got it so figured everyone else did too. Is the trainer heavily modified? I'm sure the normal trainer works fine in IV:SA.

 

@Vintage88: here it is.

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Oh. I got it so figured everyone else did too. Is the trainer heavily modified? I'm sure the normal trainer works fine in IV:SA.

 

@Vintage88: here it is.

The TBOGT one wasnt modded. But its not that the trainer didnt work, the files were not there.

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I have problem with the mod. I installed the game, when I am in loading screens, game closes with no error message.

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3 different types of fence have been fixed. icon14.gif

 

user posted image

 

(pic shows the car crashing into the fence and cj ragdolling on the fence to show that there are no glitches, it's an animated .gif so might take a while 'cos it's 2mb.)

 

@RMS Team, i've added a collision fixing plan.txt file to the DB

 

Edit: Ta. smile.gif

Edited by Frank.s
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The weird fence bugs were the most annoying thing, where the car would always get stuck, so that's great to see.

 

Thanks Frank.s smile.gif

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The weird fence bugs were the most annoying thing, where the car would always get stuck, so that's great to see.

 

Thanks Frank.s smile.gif

+1. Nicely done, Frank.

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3 different types of fence have been fixed. icon14.gif

 

(pic shows the car crashing into the fence and cj ragdolling on the fence to show that there are no glitches, it's an animated .gif so might take a while 'cos it's 2mb.)

 

@RMS Team, i've added a collision fixing plan.txt file to the DB

 

Edit: Ta. smile.gif

awesome, thank you! biggrin.gif

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Thanks guys.

 

In the mean while, here is a funny bug caused by the old collisions outside the ten green bottles bar. tounge.gif

 

user posted image

 

 

Edit: @ IV:SA Team: I want to know how .wbds are matched to the map objects, because i can edit and make new .wbns and i can edit .wbd files but i don't know how to make working new .wbd files that match to the map object.

Edit2: Thanks for the info Random, exporting and testing in-game worked. icon14.gif

Edited by Frank.s
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@RMS: Can you make a to-do list? Maybe there is something us not-so-good-but-dedicated modders can try to help with. I'm eager to get rid of Nikos voice for instance.

Nothing? sad.gif

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For some reason the resident.rpf didn't get installed, even after the patch included and for that, some of my sounds weren't replaced...What should I do???

 

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/\ Some categories of sounds are unfinished

 

If things get good to me again, i will have the chance to finish it (but it will only release on the next beta.)

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question:

 

what is the mod's next step?

Surprise.

You are a very good, hard-working modder sir. Your team works as hard as they could just to make lots of people happy. I hope you include the GTA:SA sounds next time. Oh, will you change the menu and the reticule? Please, keep the reticule, I find it cooler that way.

 

 

/\ Some categories of sounds are unfinished

 

If things get good to me again, i will have the chance to finish it (but it will only release on the next beta.)

What does this mean?

 

Also, there are lots of annoying things like no electric effects on light posts and the "SOLID FENCEs"...I find it annoying...I would rather wait for you guys to do more than to rush you with a stupid result...Keep up the good job...

Edited by DODI3OG
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last time i heard the word surprise,a certain someone started trolling the topic

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I've been editing the fences again, this time i've made some fences dynamic so they will fall over when you drive/ride/fly into them.

 

user posted image

(4 mb animated gif)

 

 

and the "Solid Fences"
The solid fences are being worked on, but previously it was considered 'not-important' because we focused on other things.Ah, uh oh. I guess i should just stick to fixing static glitches/bugs collissions huh.

As i made the fence breakable before i read your post, i didn't know you guys were still making more of the .wdr objects dynamic yet because the only plan for that to happen i saw in the DB was the 'Breakables' Objects list.txt' and that is the future plans for converting the .wdr's to .wft and not the method i used (i'm using the wdr+wbd dynamic method that the blackbag2+that cardboard box uses).

Could You and/or Random msn msg me with the details of the plans of wft conversion? So i know what's going on with it and, are you are planning on just using the non-breakable-but-still-smashable dynamic wdr system (that i used to do this fence^) until wft damagable objects are available?

Edited by Frank.s
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Frank, is that a Hustler with monster truck wheels?! Can you please tell me how you made that happen? Oh, and awesome job on the fences!

Edited by cornflakes4u
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I've been editing the fences again, this time i've made some fences dynamic so they will fall over when you drive/ride/fly into them.

 

user posted image

(4 mb animated gif)

 

 

OMG you should get an award for this. Finally dynamic fences smile.gif

 

Could you make the lampost dynamic aswell?

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Thanks guys, it feels good to know this is useful to people. tounge.gif

 

 

Frank, is that a Hustler with monster truck wheels?! Can you please tell me how you made that happen? Oh, and awesome job on the fences!

Heh yep i imported IVSA's Monster into Zmodeler and un-linked the following items from the hierachy: wheel models (normal and lod) + wheel collision + wheel dummys + half of the suspension (i didn't realise i left some out cos it was the first time i opened and edited a GTAIV vehicle)

Then i deleted all of the un-needed objects then imported the IVSA Hustler so i had the car and the trucks suspension in the file and deleted the Hustlers suspension and wheels (which have an lod bug on the release version) then added the Monsters wheels+suspension+collission+dummys into the Hustlers hierachy then selected all the hustlers parts and moved them so they line up with the trucks suspension and (after fiddling with the UI's buttons for about 2 hours to learn/find what i want) i moved the verts of the suspension so that it didn't go through the wheel arches then i learned how to export it and after an hour of trial and error it found out why it was crashing then exported properly tested it a few times and moved the seat dummy so cj wasnt hanging out the underside of the bloody truck. lol.gif (it uses the monsers IVSA handling)

 

 

(dynamic fences + animated gif)

 

OMG you should get an award for this. Finally dynamic fences smile.gif

Could you make the lampost dynamic aswell?

Actually i'm not the first person in the IVSA team to make dynamic objects. :)While playing IVSA i noticed that the cardboard box and the black bag in grove street are dynamic so i had a look at the files to find out how and after learning the formats and a while of trial-and-error (with .wbd info from GTARandom that ended up being fundamental to my learning dynamics) i was finally able to use the same method to that was used in the other existing IVSA dynamic objects (presumably made by Blaster or Random however i would like solid confirmation on that).

 

That was probably a bit wordy but w/e. monocle.gif

 

 

Edited by Frank.s
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Frank, OFT will not be possible for many months, maybe, even never for iv, it's not even on the roadmap of OpenIV.

WDR + Dynamic WBD is the only method for now.

Aw, just as i dreaded. Oh well at least we have something nice so far.

 

 

I can't tell you what things will change when OFT is out, i'm not sure what all the benefits are except that u can let objects break.

I hope this doesn't discourage you from doing this, Random and I have experienced multiple time where we just had to redo something we already did, because OpenIV and GIMS supplied better resources for it

Heh yeah, then WDR + Dynamic WBD it is (for now, fingers crossed).

 

Sometime i'll make a plan to set who makes which WDR + Dynamic WBD objects and who does which glitchy collission fixing meshes. If you guys take care of that planning instead i'd be greatfull.

So far i know that LS is the only place with col materials set and that i have edited 4 collission files (not uploaded to DB, just edited on my PC) and i've noted what files i've edited at all (in the collision fixing.txt that i made in the DB a couple of days ago)

 

With regards to making lamposts dynamic, yes i think that is possible however (as far as i know) the IVSA team doesn't know the ide flag that switches the light 2dfx off when it gets knocked but it is only a matter of searching to find it. smile.gif

 

As i said earlier, i'm unsure if i should continue doing dynamics or do more collision fixing, IVSA Team + Players, what do you think?

 

 

Thanks a ton for writing all that up! It looks like a hilarious vehicle to drive. biggrin.gif

Yeah 'tis great. tounge.gif (with heavy use of the handbreak to steer 'cos i didn't edit the handling to suit the Hustlers wheel-base shape+size)

Edited by Frank.s
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Hi!

 

I've got a problem with starting the Beta 2.

Can I ask here or isn't this the right place??

 

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Hi!

 

I've got a problem with starting the Beta 2.

Can I ask here or isn't this the right place??

Explain with more detail.

 

-What game are you on. GTA IV or EFLC?

-What patch are you on for GTA IV, or EFLC?

-What OS are you on?

-Any error messages?

-What commandline's are in the commandline.txt if there is one?

-Are you using the IV:SA Launcher and not LaunchGTAIV or LaunchEFLC?

-What patch are you on for the mod?

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Las Venturas updates

 

We will reveal a new series of 'Las Venturas' updates every few weeks, in the end they will be released as a beta 2 patch.

 

Las Venturas update #1 - Timecyc

 

user posted image

 

user posted image

 

user posted image

 

user posted image

 

 

Edited by Rockstar Modding Studio
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