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[WIP] IV:SA³ 'World Enhancement'


Rage Team
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EncryptedReality

 

The double lane roads in LS and SF have incorrect paths, they are two lane, one way paths, not two lane double way paths, fix those roads.

Yeah, it's so easy it can be done in seconds,

 

[sarcasam]

 

Be my guest and fix it, see how long it take you to do it for whole SA

 

not doing lines manually for whole SA, not without some help at least

 

The trams/streetcars were a long planned feature , however was blocked by the hardcoded available paths and their system of drive mechanics

Edited by GTARandom
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Check out the all-new IV:SA Beta 3 exclusive gameplay recorded by zzcool:

 

 

00:57 : Does the wind turbines are in original SA ?

And the Cabbie will be replaced ? Because this is not the original SA Cabbie .

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EncryptedReality

The road-side turbines placements were formerly Blaster's idea, to make the drive seem longer and more vibrant... however, it has failed and there still remain the turbines located on the combine land-work fields where they belong, these can be removed if the community decides it's not to be placed along the coastline

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Mainline421
The double lane roads in LS and SF have incorrect paths, they are two lane, one way paths, not two lane double way paths, fix those roads.

Yeah, it's so easy it can be done in seconds,

 

[sarcasam]

 

Be my guest and fix it, see how long it take you to do it for whole SA

 

not doing lines manually for whole SA, not without some help at least

 

The trams/streetcars were a long planned feature , however was blocked by the hardcoded available paths and their system of drive mechanics

So no "trams" I assume? oh well anyway would be good if you added interiors from hidden interior unviverse.

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Mainline421
The road-side turbines placements were formerly Blaster's idea, to make the drive seem longer and more vibrant... however, it has failed and there still remain the turbines located on the combine land-work fields where they belong, these can be removed if the community decides it's not to be placed along the coastline

i think road-side turbines should go but I can jsu delete dome fileds to get rid of them apparntly so does not matter that much although additions to make drives seem longer and vibrant would be good sanadreas seems a bit small sometimes

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The road-side turbines placements were formerly Blaster's idea, to make the drive seem longer and more vibrant... however, it has failed and there still remain the turbines located on the combine land-work fields where they belong, these can be removed if the community decides it's not to be placed along the coastline

No no i was just asking .

I think it's better with the wind turbines smile.gif

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The double lane roads in LS and SF have incorrect paths, they are two lane, one way paths, not two lane double way paths, fix those roads.

Yeah, it's so easy it can be done in seconds,

 

[sarcasam]

 

Be my guest and fix it, see how long it take you to do it for whole SA

 

not doing lines manually for whole SA, not without some help at least

 

The trams/streetcars were a long planned feature , however was blocked by the hardcoded available paths and their system of drive mechanics

Random I would like to help you if you want to teach me how to do it.

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EncryptedReality

Yes, most won't be realized because our programmer base isn't that rich and nobody wills to help.

 

Download or leave, trams would only be possible with scripts

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People:

 

Traffic will not be improved in beta 3, don't like it? Done't download beta 3

 

The windmills stay right where they at, don't like it? Don't download beta 3

 

Trams cannot be added

 

Interiors? Only a few, now we only have Four Dragons Casino and Caligula's.

The Windmills can be disabled, so if someone doesn't like them, they can still enjoy the other features. (Good idea about putting new things in there files)

 

Also for interiors we have CJ's house which they already know about, Area 53, and the Dam interior. However for CJ's house, we should make it look more saturated because it looks really colorless lighting wise. We should also fix the issues with the cull in the upstairs of the house which I think is caused by the outside cull of the house. Also we should add MLO to Area 53 and the Dam interior, because there super dark.

Edited by nkjellman
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People:

 

Traffic will not be improved in beta 3, don't like it? Done't download beta 3

 

The windmills stay right where they at, don't like it? Don't download beta 3

 

Trams cannot be added

 

Interiors? Only a few, now we only have Four Dragons Casino and Caligula's.

The Windmills can be disabled, so if someone doesn't like them, they can still enjoy the other features. (Good idea about putting new things in there files)

 

Also for interiors we have CJ's house which they already know about, Area 53, and the Dam interior. However for CJ's house, we should make it look more saturated because it looks really colorless lighting wise. We should also fix the issues with the cull in the upstairs of the house which I think is caused by the outside cull of the house. Also we should add MLO to Area 53 and the Dam interior, because there super dark.

If I put my trollmode on i can hide the windmills in other files.

 

I'm not gonna spend my time on such interiors, I need to optimize map cause it's a sh*thole right now.

Ok man. Understandable.

 

But don't put troll mode on lol. I think you should have the new stuff like the Windmills on the Enhanced feeling version. However for the SA feeling version we shouldn't have the Wind mills. I like the wind mills a lot, and they fit very well, but when people pick the original SA feeling, there after the original SA feel.

 

However, I hope we can add the tall grass to the country side.

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EncryptedReality

Yess, yes indeedie you will feel enhanced while playing beta 3 biggrin.gif

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I believe the enhanced feeling is what people want now, beta 2 was pure sa (except trees)

 

Now in beta 3 we go for a realistic aproach.

Yesssssssss!

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EncryptedReality
The double lane roads in LS and SF have incorrect paths, they are two lane, one way paths, not two lane double way paths, fix those roads.

Yeah, it's so easy it can be done in seconds,

 

[sarcasam]

 

Be my guest and fix it, see how long it take you to do it for whole SA

 

not doing lines manually for whole SA, not without some help at least

 

The trams/streetcars were a long planned feature , however was blocked by the hardcoded available paths and their system of drive mechanics

Random I would like to help you if you want to teach me how to do it.

I can provide a quick lesson , not here though it must be done privately because it's easier to communicate

 

 

What do you want to know?

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Important for online:

 

If we do online, we need to find a way to isolate the normal IV players from the IV SA players. When we add or replace vehicles with helicopters it can cause crashing for those who don't have the heil. Which means, if Person A has a vehicle id set to a heli, and Person B has the same vehicle id set to a car, Person B's game will crash if Person A gets into that heli.

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Important for online:

 

If we do online, we need to find a way to isolate the normal IV players from the IV SA players. When we add or replace vehicles with helicopters it can cause crashing for those who don't have the heil. Which means, if Person A has a vehicle id set to a heli, and Person B has the same vehicle id set to a car, Person B's game will crash if Person A gets into that heli.

The only way to make that happen (afaik) is to create private games by either setting 'join in progress' to 'disallowed' OR by setting 'private slots' to 'max'.

 

FWIW, having a single modified vehicle will cause stock players to crash -if- that car gets spawned somehow.

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Important for online:

 

If we do online, we need to find a way to isolate the normal IV players from the IV SA players. When we add or replace vehicles with helicopters it can cause crashing for those who don't have the heil. Which means, if Person A has a vehicle id set to a heli, and Person B has the same vehicle id set to a car, Person B's game will crash if Person A gets into that heli.

1. Maybe flits can build in a simple file check for the vehicle related files, check failed = no phone script enabled = unable to acces onlne.

 

2. Isolate players? Meh, only R* can do that.

We can find a way to do it.

 

The file check could be one.

 

However, I think that we can just use the name hack like the SNT has.

 

However, I got a hold of one of those scripts. It has a gamertag check in it. Maybe a file check could work. So if a IV SA player tries to join a normal GTA IV game, there returned to single player, and if a GTA IV player joins an IV SA game, their returned to Single player. The way you tell the difference is by the name hack.

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The name change that SNT uses is a good idea, but not everyone uses 'custom match' to find a game. 'Quick match' -> 'free mode' is what people tend to use.

 

And just so you know, you can change the game name yourself by clicking on it as a host after creating a lobby.

 

IMO private games is the way to go.

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Check out the all-new IV:SA Beta 3 exclusive gameplay recorded by zzcool:

 

 

00:57 : Does the wind turbines are in original SA ?

And the Cabbie will be replaced ? Because this is not the original SA Cabbie .

actually the taxi is a remake of the sa taxi by onepiece to be honest i loved it much better then the original cars onepiece remakes them

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The name change that SNT uses is a good idea, but not everyone uses 'custom match' to find a game. 'Quick match' -> 'free mode' is what people tend to use.

 

And just so you know, you can change the game name yourself by clicking on it as a host after creating a lobby.

 

IMO private games is the way to go.

That would make more sense. However, with IV SA you wouldn't be able to find other IV SA players to play with. Most of the time you would be in a game by your self which would be pointless.

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People:

 

Traffic will not be improved in beta 3, don't like it? Done't download beta 3

 

The windmills stay right where they at, don't like it? Don't download beta 3

 

Trams cannot be added

 

Interiors? Only a few, now we only have Four Dragons Casino and Caligula's.

The Windmills can be disabled, so if someone doesn't like them, they can still enjoy the other features. (Good idea about putting new things in there files)

 

Also for interiors we have CJ's house which they already know about, Area 53, and the Dam interior. However for CJ's house, we should make it look more saturated because it looks really colorless lighting wise. We should also fix the issues with the cull in the upstairs of the house which I think is caused by the outside cull of the house. Also we should add MLO to Area 53 and the Dam interior, because there super dark.

If I put my trollmode on i can hide the windmills in other files.

 

I'm not gonna spend my time on such interiors, I need to optimize map cause it's a sh*thole right now.

trollmode?

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That would make more sense. However, with IV SA you wouldn't be able to find other IV SA players to play with. Most of the time you would be in a game by your self which would be pointless.

There are several ways to solve that issue.

  • Create a topic on GTAIVSAs forums where people post when they're gonna play
  • Create a GFWL account only for IV:SA and add as many IV:SA players as possible
  • Post in this topic
The file-check would be more user-friendly, but making private servers would bring the IV:SA community closer together. (And would reduce flits' list of to-dos. tounge.gif)
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The double lane roads in LS and SF have incorrect paths, they are two lane, one way paths, not two lane double way paths, fix those roads.

Yeah, it's so easy it can be done in seconds,

 

[sarcasam]

 

Be my guest and fix it, see how long it take you to do it for whole SA

 

not doing lines manually for whole SA, not without some help at least

 

The trams/streetcars were a long planned feature , however was blocked by the hardcoded available paths and their system of drive mechanics

Random I would like to help you if you want to teach me how to do it.

I can provide a quick lesson , not here though it must be done privately because it's easier to communicate

 

 

What do you want to know?

Well I dont know almost anything about IV modding (how to add cars and weapons ..) but if you can teach me something easy I'll be glad to help you

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People:

 

Traffic will not be improved in beta 3, don't like it? Done't download beta 3

 

The windmills stay right where they at, don't like it? Don't download beta 3

 

Trams cannot be added

 

Interiors? Only a few, now we only have Four Dragons Casino and Caligula's.

The Windmills can be disabled, so if someone doesn't like them, they can still enjoy the other features. (Good idea about putting new things in there files)

 

Also for interiors we have CJ's house which they already know about, Area 53, and the Dam interior. However for CJ's house, we should make it look more saturated because it looks really colorless lighting wise. We should also fix the issues with the cull in the upstairs of the house which I think is caused by the outside cull of the house. Also we should add MLO to Area 53 and the Dam interior, because there super dark.

If I put my trollmode on i can hide the windmills in other files.

 

I'm not gonna spend my time on such interiors, I need to optimize map cause it's a sh*thole right now.

Optimaze map?I confirm with you,its already good thing, what necessary doing.

And I like the windmils -with its map looks most really and interactivity.

Edited by Alber2gt
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EncryptedReality

Map is not good by a long shot. I have proof of that, the way my game currently runs is indeed a sh*thole sense of running it. Something has to be done with the map, or it will end up being horrible and worse then previous betas

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EncryptedReality

 

Map is not good by a long shot. I have proof of that, the way my game currently runs is indeed a sh*thole sense of running it. Something has to be done with the map, or it will end up being horrible and worse then previous betas

It's not even meant to be released this way.

There's no need to correct me. I'm stating the obvious, but yes it won't get released in this state , that's for sure.

 

Map is our main prirority, not ped paths or other misc stuff that comes later

Edited by GTARandom
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Mainline421

Just out of intrest how many betas are you planning before full version?

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EncryptedReality
Just out of intrest how many betas are you planning before full version?

That really remains to be seen.

 

Probably still many more to come... we are only on IV:SA 0.3 Beta. A lot to go to reach 1.0(full version)

 

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Mainline421

 

Just out of intrest how many betas are you planning before full version?

That really remains to be seen.

 

Probably still many more to come... we are only on IV:SA 0.3 Beta. A lot to go to reach 1.0(full version)

By the time this mod is finished GTA V will be out anychance of GTAV support dont know if this is possible (and you probably will not till it comes out) as both are on same engine I know if this is possible it will reaquire a lot of editing but it would be worth it.

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Just out of intrest how many betas are you planning before full version?

That really remains to be seen.

 

Probably still many more to come... we are only on IV:SA 0.3 Beta. A lot to go to reach 1.0(full version)

By the time this mod is finished GTA V will be out anychance of GTAV support dont know if this is possible (and you probably will not till it comes out) as both are on same engine I know if this is possible it will reaquire a lot of editing but it would be worth it.

That completely depends if openiv still exsists when GTAV is out.

Might even see IV's LC ported to GTA V, with all the GTA V improvements avalable that is.

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Just out of intrest how many betas are you planning before full version?

That really remains to be seen.

 

Probably still many more to come... we are only on IV:SA 0.3 Beta. A lot to go to reach 1.0(full version)

By the time this mod is finished GTA V will be out anychance of GTAV support dont know if this is possible (and you probably will not till it comes out) as both are on same engine I know if this is possible it will reaquire a lot of editing but it would be worth it.

That completely depends if openiv still exsists when GTAV is out.

Might even see IV's LC ported to GTA V, with all the GTA V improvements avalable that is.

so you want to replace a ratlike city with an awesome map?

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