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[WIP|SA] GTA: Project Liberty


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I think you should ask DK22PAC for permission to use his new IV hud to SA (after releasing it of corse tounge.gif ),and with some timecyc tweaking,it will look like IV!

When DK releases it everyone can use it but he can't include it to .rar but eh stll can add it to Desciprtion with link

aStiffSausage

 

I have a doubt, can vehicle mods be installed while using this modification?

Yes.

 

This mod pretty much only changes map & main.scm, but you are forced to re-install your car-mods again after PL.

 

EDIT: While I made this post, I think it's okay to show my progress on making planes takeoff from airport. No CLEO, only main.scm. smile.gif

 

 

 

EDIT #2:

 

Test2 was... wtf?

 

Good work guys, Will there be ped\veh paths around LC?

 

Yeah, I'm not sure what was wrong but then I just went nuts with the script and... bored.gif

 

And yes, there are already some paths done.

 

EDIT #3:

 

@RoadRunner71

Hmm, great idea! Let's see if it'll get in the mod... smile.gif

Edited by oksa8

@oksa8

 

The plane script looks like it's coming along great! I love the rough landing at the begging biggrin.gif Jk, but awesome work smile.gif

 

Small Update, i'm still working on brook_n (past couple of days have been busy, i hope to finish it here very soon!)

Also, i found out, by mistake, how to make sa resemble gtaiv! the best i have seen so far anyway with iv graphics mods...

 

I was trying to see how vans123's enb settings & timecyc (from his alpha release) would look with my mod, and i also added dk22pac's new iv lights mod (with the sun.lm) and look what awesomeness i saw!

 

user posted image

 

user posted image

 

user posted image

 

user posted image

 

I don't know if it's just me, but the last screenshot looks like the reality iv mod lol.gif

If both vans123 and dk22pac would give me permission, i would love to be able to use this as an optional IV graphics feature with the mod turn.gif

 

hellya:can you send me the effect.txt to me ? they seems sharpening and looks awesome in your map mod

i believe it's your icandy's effect.txt

all i changed is the enbsettings.ini & timecyc (vans123's from his alpha release)

but if you still want it i could give it to you?

 

I have modded the reflection part of the .ini which make it look like gtaiv's a bit more also

 

user posted image

Edited by hellya2011
ItsAllAboutGTA
hellya:can you send me the effect.txt to me ? they seems sharpening and looks awesome in your map mod

i believe it's your icandy's effect.txt

all i changed is the enbsettings.ini & timecyc (vans123's from his alpha release)

but if you still want it i could give it to you?

 

I have modded the reflection part of the .ini which make it look like gtaiv's a bit more also

 

user posted image

I love the way you edit my config,looks very natural & sharpenning,what did you change ? colorcorrection ? if yes,can you please give it to me biggrin.gif

hellya:can you send me the effect.txt to me ? they seems sharpening and looks awesome in your map mod

i believe it's your icandy's effect.txt

all i changed is the enbsettings.ini & timecyc (vans123's from his alpha release)

but if you still want it i could give it to you?

 

I have modded the reflection part of the .ini which make it look like gtaiv's a bit more also

 

user posted image

I love the way you edit my config,looks very natural & sharpenning,what did you change ? colorcorrection ? if yes,can you please give it to me biggrin.gif

well, in that picture, i was messing around with the reflection, and timecyc i believe, but i don't remeber if i have it anymore because i kept messing with it until i really messed up lol

 

I still have the reflection (i'll send it in a pm) cool.gif

I have a problem. Twinkle texture. whether this issue is fixed in the new version? Or is this the only problem I have.

 

P.S. usually a problem happens when two textures overlap

twinkle texture.... oh lol wut? confused.gif

 

Not sure what you mean, screenshot or video or somthin to explain what you mean?

aStiffSausage

I think he means, for example in my "GTA: Project Liberty || Private Release Beta v0.2.2"-video, at about 0:06-0:09 you can see the on the left the textures kind of... Do that thing. Adding mipmaps to every texture MIGHT help, but can't quarantee and I don't know how to apply them.

 

Sunl.lm would be really nice addition, though it does create more lagg than EnbSeries. smile.gif

Maybe, if DK22Pac gives permission, include sunlight-testscript included in his NewOpcodes? It's not as nice as sunl.lm but really performance-friendly.

 

And, first test with planes was pretty much only to create a plane and make it move, test #2 is on it's way showing the plane actually take off and go to specific point and fly a route between it and airport. Though, it doesn't land yet and take-off is a bit rough... smile.gif

 

EDIT: Video of test #2:

 

Edited by oksa8
ItsAllAboutGTA

That is caused by the engine, too many IDE's are loaded by engine. Try lowering in-game draw distance to fix.

Lowering draw distance will only fix in some places/area,i used to have that problem but,when i tried to install steam memory fix,it fix the problem & my game run smoothly

That is caused by the engine, too many IDE's are loaded by engine. Try lowering in-game draw distance to fix.

Lowering draw distance will only fix in some places/area,i used to have that problem but,when i tried to install steam memory fix,it fix the problem & my game run smoothly

That dont fix it, if you have too much props;) The renderwareengine is just not made for such a big amount of props..

aStiffSausage

If I remember correctly, the issue is SA itself, in VC you can see from another side of the map to another without flickering but SA has some limits, even though RenderWare could do all the rendering.

 

And, now the takeoff is nearly perfect. smile.gif

You can fix it optimizing your directories

Hell yeah is going too fast with the mass conversion, you need to do it organized

1 IDE per zone

1 IPL per IDE zone

1 IMG directory for collisions

1 IMG for meshes/textures(buildings)

1 IMG for properties

1 IMG for interiors

 

That way it shouldnt be hard for renderware to load it

You can difine interior/cull zones/properties as short distance objects

So they dont need to be loaded all the time

You can fix it optimizing your directories

Hell yeah is going too fast with the mass conversion, you need to do it organized

1 IDE per zone

1 IPL per IDE zone

1 IMG directory for collisions

1 IMG for meshes/textures(buildings)

1 IMG for properties

1 IMG for interiors

 

That way it shouldnt be hard for renderware to load it

You can difine interior/cull zones/properties as short distance objects

So they dont need to be loaded all the time

Why not using SALA?

You can fix it optimizing your directories

Hell yeah is going too fast with the mass conversion, you need to do it organized

1 IDE per zone

1 IPL per IDE zone

1 IMG directory for collisions

1 IMG for meshes/textures(buildings)

1 IMG for properties

1 IMG for interiors

 

That way it shouldnt be hard for renderware to load it

You can difine interior/cull zones/properties as short distance objects

So they dont need to be loaded all the time

Why not using SALA?

Cause SALA doesnt fix it;) You can add more things, but it doesnt fix the lagging;)

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