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[WIP] IV:SA³ 'World Enhancement'


Rage Team
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Blaster, only because you are part of the Rage Team you need to be Soviet, leave the russian comrades alone and come back to Netherlands. tounge.gif

 

Anyway can i make a update preview with some new sounds?

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Have you guys considered replacing buggy SA props with original IV? Going thru most of lamposts doesnt feel right.

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EncryptedReality

 

Have you guys considered replacing buggy SA props with original IV? Going thru most of lamposts doesnt feel right.

Problem is that their pivots are not the same as the props in SA so they will stand in air or in ground (below) and to place them all correctly we would need a lot of additional work.

Edited by GTARandom
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FireproofFlare
Have you guys considered replacing buggy SA props with original IV? Going thru most of lamposts doesnt feel right.

Problem is that their pivots are not the same as the props in SA so they will stand in air or in ground (below) and to place them all correctly we would need a lot of additional work.

Albert2GT is working on it, isn't him?

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It was just some random photos photoshopped with ORLY or some ORLY models around the map , someone has already finded it already (the prize was being a beta tester i think)

I found one of them and I was never contacted to beta test anything.

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Yes, and I was one of them.

Well, i dont know exaclty how it worked, you can ask to GTARandom or Blaster_nl about this. plus if you find the post you've confirmed that you've find the ORLY first will help.

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Ok im not going to read all 80some pages! so if this has been asked dont flip out alright? and i want to know if sometime later are we going to be able to play the missions! it would be kind of cool!! colgate.gif

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There is no tools for making missions yet.

 

There is no tools for making missions yet.

EDIT: There is people just need to learn it look how VCR had a custom script.

Edited by EverLost123
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There is no tools for making missions yet.

Ok! thank you! btw the mod looks awesome! cant play it tho! because my pc doesnt has the requiremments but hopefully ill get 1 soon and gta IV nd IV:SA is the first thing im downloading cool.gif

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There is no tools for making missions yet.

There is people just need to learn it look how VCR had a custom script.

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We are DVD, not VCR. joke tounge.gif

 

Well im not in the Rage Team so i dont know how things are in it, but i think missions will only be planned to be developed after spring update. or maybe a demo mission on spring , idk smile.gif

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We are DVD, not VCR. joke tounge.gif

 

Well im not in the Rage Team so i dont know how things are in it, but i think missions will only be planned to be developed after spring update. or maybe a demo mission on spring , idk smile.gif

Well maybe 5 missions be good or 10 don't want to stress the devs on missions if you ever get any.

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Are you sure ? It  has been programmed to not do that, it should advance in sync with game time, unless you alt tab out of the game, this cannot be helped as code doesn't run if you are out of the game. Also when you pause the game (esc) you also pause the radio.

I'm 100% sure, if you leave the previous station for a while then it will continue advancing, but when switching back and forth in a short period of time it doesn't continue in harmony with the game.

Yeah, as above, that's because the radio was programmed with constant bit rate MP3 files in mind, not with the variable bit rate MP3's that are included in the mod. change the mp3's to contsant bit rate and it will be allright. I thought I was loosing my mind, as this was tested quite intensively. But whoever changed the MP3's did this without knowing VBR mp3's are a bitch when it comes to duration, they should really be changed to constant bit rate.

I'm the one who done the MP3's, VBR works on the VCS PC Edition, so naturally I thought the same would apply here, no one told me that this plug in can't calculate time properly based on VBR and needs CBR. Sadly, if you convert to CBR now, you're going to end up with the problem the VC RAGE team had, in that you'll end up with a bigger file and less quality since you're transcoding MP3 to MP3. Now, I kept the WAVES around for a month AFTER I sent these files off in case anything had to be changed, but as far as we knew back then, everything was playing fine, so yeah, sadly I've deleted the wave dump of these mixes.

 

So we're in a negative situation, if you guys convert now, you'll end up with working files that sound worse and take up more space than they need to. The only other option is for me to go back and remix EVERY Station again and do fresh wavedumps and then convert those the CBR, but that would mean they'll sound a bit different as I don't really remember the exact order of Idents and DJ Comments I used.

 

Fun Fact: On the ORIGINAL San Andreas, if you change stations back and forth really quick, you can make songs skip from start to end to DJ Comments, so this kind of bug was in the original game.

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Are you sure ? It  has been programmed to not do that, it should advance in sync with game time, unless you alt tab out of the game, this cannot be helped as code doesn't run if you are out of the game. Also when you pause the game (esc) you also pause the radio.

I'm 100% sure, if you leave the previous station for a while then it will continue advancing, but when switching back and forth in a short period of time it doesn't continue in harmony with the game.

Yeah, as above, that's because the radio was programmed with constant bit rate MP3 files in mind, not with the variable bit rate MP3's that are included in the mod. change the mp3's to contsant bit rate and it will be allright. I thought I was loosing my mind, as this was tested quite intensively. But whoever changed the MP3's did this without knowing VBR mp3's are a bitch when it comes to duration, they should really be changed to constant bit rate.

I'm the one who done the MP3's, VBR works on the VCS PC Edition, so naturally I thought the same would apply here, no one told me that this plug in can't calculate time properly based on VBR and needs CBR. Sadly, if you convert to CBR now, you're going to end up with the problem the VC RAGE team had, in that you'll end up with a bigger file and less quality since you're transcoding MP3 to MP3. Now, I kept the WAVES around for a month AFTER I sent these files off in case anything had to be changed, but as far as we knew back then, everything was playing fine, so yeah, sadly I've deleted the wave dump of these mixes.

 

So we're in a negative situation, if you guys convert now, you'll end up with working files that sound worse and take up more space than they need to. The only other option is for me to go back and remix EVERY Station again and do fresh wavedumps and then convert those the CBR, but that would mean they'll sound a bit different as I don't really remember the exact order of Idents and DJ Comments I used.

 

Fun Fact: On the ORIGINAL San Andreas, if you change stations back and forth really quick, you can make songs skip from start to end to DJ Comments, so this kind of bug was in the original game.

Vbr bitrate files are always a bitch, even Windows media player/explorer doesn't calculate it correctly (even though the difference is small), that's the reason we used cbr mp3's. i probably can do corrections, but it will never be 100% correctly. I did convert the vbr to wav and then back to cbr and confirmed that running these leads to the asi doing everything correctly.

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Are you sure ? It  has been programmed to not do that, it should advance in sync with game time, unless you alt tab out of the game, this cannot be helped as code doesn't run if you are out of the game. Also when you pause the game (esc) you also pause the radio.

I'm 100% sure, if you leave the previous station for a while then it will continue advancing, but when switching back and forth in a short period of time it doesn't continue in harmony with the game.

Yeah, as above, that's because the radio was programmed with constant bit rate MP3 files in mind, not with the variable bit rate MP3's that are included in the mod. change the mp3's to contsant bit rate and it will be allright. I thought I was loosing my mind, as this was tested quite intensively. But whoever changed the MP3's did this without knowing VBR mp3's are a bitch when it comes to duration, they should really be changed to constant bit rate.

I'm the one who done the MP3's, VBR works on the VCS PC Edition, so naturally I thought the same would apply here, no one told me that this plug in can't calculate time properly based on VBR and needs CBR. Sadly, if you convert to CBR now, you're going to end up with the problem the VC RAGE team had, in that you'll end up with a bigger file and less quality since you're transcoding MP3 to MP3. Now, I kept the WAVES around for a month AFTER I sent these files off in case anything had to be changed, but as far as we knew back then, everything was playing fine, so yeah, sadly I've deleted the wave dump of these mixes.

 

So we're in a negative situation, if you guys convert now, you'll end up with working files that sound worse and take up more space than they need to. The only other option is for me to go back and remix EVERY Station again and do fresh wavedumps and then convert those the CBR, but that would mean they'll sound a bit different as I don't really remember the exact order of Idents and DJ Comments I used.

 

Fun Fact: On the ORIGINAL San Andreas, if you change stations back and forth really quick, you can make songs skip from start to end to DJ Comments, so this kind of bug was in the original game.

Vbr bitrate files are always a bitch, even Windows media player/explorer doesn't calculate it correctly (even though the difference is small), that's the reason we used cbr mp3's. i probably can do corrections, but it will never be 100% correctly. I did convert the vbr to wav and then back to cbr and confirmed that running these leads to the asi doing everything correctly.

Does the plug in work with OGG? OGG has better timing correction (IMO) and has a lot less of those VBR bugs that are found in MP3, that's what we're using on VCS PC Edition (we wanted to remain as close to the games original format as possible). And again, just surprised it took this long for someone to point out a problem, it would have been wise to do that in the first month when I still had the files ready to convert to multiple formats tounge.gif (also funny and good luck I guess that the fix I did for VC RAGE is CBR).

 

edit: If it's the same one as VC RAGE, then yeah, I just tried OGG and it works fine, can someone who's having these problems try an OGG file instead and report back the results because here I'm not getting a problem, either my CBR is acting the same as OGG VBR, or OGG VBR doesn't have this problem.

 

edit 2: And if VBR OGG does work fine, considering I might already have to remix the stations again, this will be the SECOND project where I've switched from VBR MP3 to VBR OGG tounge.gif Seriously, if these scripts are compatible with OGG, tell me! I'd much rather use OGG anyway!

Edited by Ash_735
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Are you sure ? It  has been programmed to not do that, it should advance in sync with game time, unless you alt tab out of the game, this cannot be helped as code doesn't run if you are out of the game. Also when you pause the game (esc) you also pause the radio.

I'm 100% sure, if you leave the previous station for a while then it will continue advancing, but when switching back and forth in a short period of time it doesn't continue in harmony with the game.

Yeah, as above, that's because the radio was programmed with constant bit rate MP3 files in mind, not with the variable bit rate MP3's that are included in the mod. change the mp3's to contsant bit rate and it will be allright. I thought I was loosing my mind, as this was tested quite intensively. But whoever changed the MP3's did this without knowing VBR mp3's are a bitch when it comes to duration, they should really be changed to constant bit rate.

I'm the one who done the MP3's, VBR works on the VCS PC Edition, so naturally I thought the same would apply here, no one told me that this plug in can't calculate time properly based on VBR and needs CBR. Sadly, if you convert to CBR now, you're going to end up with the problem the VC RAGE team had, in that you'll end up with a bigger file and less quality since you're transcoding MP3 to MP3. Now, I kept the WAVES around for a month AFTER I sent these files off in case anything had to be changed, but as far as we knew back then, everything was playing fine, so yeah, sadly I've deleted the wave dump of these mixes.

 

So we're in a negative situation, if you guys convert now, you'll end up with working files that sound worse and take up more space than they need to. The only other option is for me to go back and remix EVERY Station again and do fresh wavedumps and then convert those the CBR, but that would mean they'll sound a bit different as I don't really remember the exact order of Idents and DJ Comments I used.

 

Fun Fact: On the ORIGINAL San Andreas, if you change stations back and forth really quick, you can make songs skip from start to end to DJ Comments, so this kind of bug was in the original game.

Vbr bitrate files are always a bitch, even Windows media player/explorer doesn't calculate it correctly (even though the difference is small), that's the reason we used cbr mp3's. i probably can do corrections, but it will never be 100% correctly. I did convert the vbr to wav and then back to cbr and confirmed that running these leads to the asi doing everything correctly.

Does the plug in work with OGG? OGG has better timing correction (IMO) and has a lot less of those VBR bugs that are found in MP3, that's what we're using on VCS PC Edition (we wanted to remain as close to the games original format as possible). And again, just surprised it took this long for someone to point out a problem, it would have been wise to do that in the first month when I still had the files ready to convert to multiple formats tounge.gif (also funny and good luck I guess that the fix I did for VC RAGE is CBR).

 

edit: If it's the same one as VC RAGE, then yeah, I just tried OGG and it works fine, can someone who's having these problems try an OGG file instead and report back the results because here I'm not getting a problem, either my CBR is acting the same as OGG VBR, or OGG VBR doesn't have this problem.

 

edit 2: And if VBR OGG does work fine, considering I might already have to remix the stations again, this will be the SECOND project where I've switched from VBR MP3 to VBR OGG tounge.gif Seriously, if these scripts are compatible with OGG, tell me! I'd much rather use OGG anyway!

Wait wait, I fixed it in the asi. It will now take both CBR and VBR mp3 and apply a correction if it is VBR. The correction is not entirely accurate, you are looking at 15-20 seconds off each half hour or so.

 

Not sure if radio.asi supports OGG, it does support MP3, WMA, WAV and a few more obscure formats. If OGG has native Windows support (without any additional codecs) then it might play it, of course the names of the stations are hardcoded to stationx.mp3 smile.gif

 

In any case, it does work much better now, but needs some more testing I guess.

 

By the way, I am pretty sure I specifically told them to use CDR mp3. The mod was tested using the mp3's from Blaster.

 

 

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Wait wait, I fixed it in the asi. It will now take both CBR and VBR mp3 and apply a correction if it is VBR. The correction is not entirely accurate, you are looking at 15-20 seconds off each half hour or so.

 

Not sure if radio.asi supports OGG, it does support MP3, WMA, WAV and a few more obscure formats. If OGG has native Windows support (without any additional codecs) then it might play it, of course the names of the stations are hardcoded to stationx.mp3 smile.gif

 

In any case, it does work much better now, but needs some more testing I guess.

 

By the way, I am pretty sure I specifically told them to use CDR mp3. The mod was tested using the mp3's from Blaster.

Ahh so it works depending on what system codecs are installed, I guess that's why OGG works for me! OGG is fine on San Andreas since the game itself comes with the OGG Codec (since majority of Game Audio and Radio is OGG Based). Well let me know what else can be done, test the new version with other people, because really, Remixing the stations again is a last resort thing. tounge.gif I'm ok to do it if it is required, but would like to hold off, would it help if I told you the ABR of all the radio files? In which case the Average is 141kbps.

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Wait wait, I fixed it in the asi. It will now take both CBR and VBR mp3 and apply a correction if it is VBR. The correction is not entirely accurate, you are looking at 15-20 seconds off each half hour or so.

 

Not sure if radio.asi supports OGG, it does support MP3, WMA, WAV and a few more obscure formats. If OGG has native Windows support (without any additional codecs) then it might play it, of course the names of the stations are hardcoded to stationx.mp3 smile.gif

 

In any case, it does work much better now, but needs some more testing I guess.

 

By the way, I am pretty sure I specifically told them to use CDR mp3. The mod was tested using the mp3's from Blaster.

Ahh so it works depending on what system codecs are installed, I guess that's why OGG works for me! OGG is fine on San Andreas since the game itself comes with the OGG Codec (since majority of Game Audio and Radio is OGG Based). Well let me know what else can be done, test the new version with other people, because really, Remixing the stations again is a last resort thing. tounge.gif I'm ok to do it if it is required, but would like to hold off, would it help if I told you the ABR of all the radio files? In which case the Average is 141kbps.

Basically it is fixed now using the mp3's that are supplied with this mod. There is a slight variation, this is because I use Windows Api calls to get the duration of the files, (the exact same duration that is displayed in WMP or in Windows Explorer. Unfortunately, even the software from Microsoft is off by a good 30 seconds or so (based upon roughly one hour duration, so WPM is displaying 1 hour, but the real duration is 1 hour and 30 seconds).

 

Of course, If I find real duration/displayed duration is always the same, I can use this to even get around this 30 seconds variation, or revert back to hardcoding the duration of the 11 files, based on real duration instead of duration displayed in Windows.

 

I will do that later tonight, and should have it ready for testing. I could use some help testing it smile.gif

 

 

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Yes EverLost, we know, that's why I asked about OGG support, seeing as it works for me, that's down to me having a Codec Pack installed, and it works on San Adreas as that provides its own OGG Codec to decode.

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Beta testers have now early acces to the improved radio script:

 

- Added User Track Player, listen to your own mp3 files.

- Stations are now in the same order as the original game.

- Duration and repeat function fixed

- Various other bugs fixed.

 

It comes with a radio.ini file, don't forget to copy it as well.

MP3 songs go into the 'songs' folder.

It's also possible to put a shortcut in the songs folder that leads to your music, just change the name within the ini.

You can change various settings in the radio.ini file:

 

[defaults]

PreviousKey=177  //Previous Song Default Media Previous

NextKey=176  //Next Song Default Media Next

EnableUrl=85  //Enable URL Default U

ShortCutDir=Music

Url=http://ics2ess.omroep.nl:80/3fm-bb.mp3?q=/npo/mp3/3fm-bb.pls&stream=ok

Title1=3FM Serious Radio

Length1=-1

 

For keys you can look in trainer.ini, example, 37 is left arrow and 39 is right arrow.

 

 

Wanna be a IV:SA beta tester? PM Blaster_nl.

Edited by Rage Team
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Question, Does the radio script fade out like the VCR one when you get out of a car?

Answer: no smile.gif

 

It does give you the ability to play mp3's or even streaming media via URL, so that's good enough I guess.

 

 

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Question, Does the radio script fade out like the VCR one when you get out of a car?

Answer: no smile.gif

 

It does give you the ability to play mp3's or even streaming media via URL, so that's good enough I guess.

Thats nice. But you should make it do that when exiting a car. I hate how the music playes and then stops when the player closes the door. But I like the URL idea. Kinda like SAORS

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Question, Does the radio script fade out like the VCR one when you get out of a car?

Answer: no smile.gif

 

It does give you the ability to play mp3's or even streaming media via URL, so that's good enough I guess.

Thats nice. But you should make it do that when exiting a car. I hate how the music playes and then stops when the player closes the door. But I like the URL idea. Kinda like SAORS

Well, how do you suppose it should be then ? I mean, whenever the player gets out of the car, the music stops, in my view this is a nice thing to have, and surely not as important as some of the things that have been added or fixed.

Edited by sjaak327
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Question, Does the radio script fade out like the VCR one when you get out of a car?

Answer: no smile.gif

 

It does give you the ability to play mp3's or even streaming media via URL, so that's good enough I guess.

Thats nice. But you should make it do that when exiting a car. I hate how the music playes and then stops when the player closes the door. But I like the URL idea. Kinda like SAORS

Well, how do you suppose it should be then ? I mean, whenever the player gets out of the car, the music stops, in my view this is a nice thing to have, and surely not as important as some of the things that have been added or fixed.

I agree. Thats the only thing that should be fixed at this point, then its perfict for me. smile.gif

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I know this no the modding forum but, i did have a question regarding weapons.

Is it currently possible to add new weapons sounds? I was able to add new weapons but it seems i haven't figure out how to add the sound. Base on testing i figure that the sound is some how connect to the weapon model and animation.

While replacing models,textures,and animations i figure that if switch the texture and animations in default.Ide the sound is still intact on the weapon but, if i were switch the model the sound disappears. It seems there most be a file were it tells the game which sound to use regarded which model name or animation it is using. I figure that some how the animgrp.dat has commands regarding streaming something maybe is this were the sound files are assign to the weapon?

 

So far i figure this much

WeaponInfo= This is where you assign your slot,stats,name,model,animation. you can use this in a native trainer by simply naming to a name use in the native trainer. Ex.<weapon type="PISTOL"> or <weapon type="Episodic_1">this is the name.

 

Default.ide = Contain information regarding ID's,and here is where you have to mach the model and animation being use in the Weapon Info in order to use the weapon. Exp. I marked the vertical line.

 

#Model #Textures #Animation #? #? #?

# melee

w_nstick, w_nstick, null, 1, 50, 0

So i was wandering if someone might have a clue to how to do it. Or maybe there is not tools available for the job yet? suicidal.gif

Edited by 666XZ
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