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_CP_

GTA San Andreas Mobile Modding

Recommended Posts

SigiloHQ
On 12/22/2013 at 12:21 PM, Markuza said:
APK Editing Tutorial - Updated (1.02)
 
This allows you to edit files that are located in APK. This includes main.scm, script.img and many other files. Let's start!
 
Phone:
 
1. Go to \sdcard\Android\obb\ and rename "com.rockstargames.gtasa" to "com.rockstargames.gtasa123"
Go to \sdcard\Android\data\ and rename "com.rockstargames.gtasa" to "com.rockstargames.gtasa123"
 
2. Uninstall GTA San Andreas
 
3. Go to \sdcard\Android\obb\ and rename "com.rockstargames.gtasa123" to "com.rockstargames.gtasa"
Go to \sdcard\Android\data\ and rename "com.rockstargames.gtasa123" to "com.rockstargames.gtasa"
 
PC:
 
4. Download required tools and extract .ZIP archive using WinRAR or similar program.
 
5. Rename "GTA San Andreas.APK" to "GTASA.APK" and put it in newly created Edit APK folder.
 
6. Run Edit.BAT. Problems? Try this.
 
7. It will say "Finished". New folder named "gtasa" is created.
 
8. Go to \gtasa\assets\ and open assets.zip.mp3 using WinRAR or similar program.
 
9. Extract all files to temporary folder and delete assets.zip.mp3
 
10. Open assetfile.txt using Notepad and change the following lines
31assetfile.txtassets.zip.mp3

to

30assetfile.txt

Save and exit.

 
11. Return to CMD window and press Enter. It will rebuild APK. GTASA_MODDED.APK is created.
 
12. Drag and drop GTASA_MODDED.APK into APK Signer and press Sign. GTASA_MODDED-signed.APK is created.
 
13. Transfer files from temporary folder to \sdcard\Android\data\com.rockstargames.gtasa\files\
 
14. Transfer GTASA_MODDED-signed.APK to phone.
 
Phone:
 
15. Install modded APK.

 

On 12/22/2013 at 12:21 PM, Markuza said:
APK Editing Tutorial - Updated (1.02)
 
This allows you to edit files that are located in APK. This includes main.scm, script.img and many other files. Let's start!
 
Phone:
 
1. Go to \sdcard\Android\obb\ and rename "com.rockstargames.gtasa" to "com.rockstargames.gtasa123"
Go to \sdcard\Android\data\ and rename "com.rockstargames.gtasa" to "com.rockstargames.gtasa123"
 
2. Uninstall GTA San Andreas
 
3. Go to \sdcard\Android\obb\ and rename "com.rockstargames.gtasa123" to "com.rockstargames.gtasa"
Go to \sdcard\Android\data\ and rename "com.rockstargames.gtasa123" to "com.rockstargames.gtasa"
 
PC:
 
4. Download required tools and extract .ZIP archive using WinRAR or similar program.
 
5. Rename "GTA San Andreas.APK" to "GTASA.APK" and put it in newly created Edit APK folder.
 
6. Run Edit.BAT. Problems? Try this.
 
7. It will say "Finished". New folder named "gtasa" is created.
 
8. Go to \gtasa\assets\ and open assets.zip.mp3 using WinRAR or similar program.
 
9. Extract all files to temporary folder and delete assets.zip.mp3
 
10. Open assetfile.txt using Notepad and change the following lines
31assetfile.txtassets.zip.mp3

to

30assetfile.txt

Save and exit.

 
11. Return to CMD window and press Enter. It will rebuild APK. GTASA_MODDED.APK is created.
 
12. Drag and drop GTASA_MODDED.APK into APK Signer and press Sign. GTASA_MODDED-signed.APK is created.
 
13. Transfer files from temporary folder to \sdcard\Android\data\com.rockstargames.gtasa\files\
 
14. Transfer GTASA_MODDED-signed.APK to phone.
 
Phone:
 
15. Install modded APK.

¿Can anyone to upload this again?

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senatejo

if I wish I want to share my mod

https://razor-mods.blogspot.com/2018/10/fuso-sg.html#more

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lpgunit

Has anyone come up with a way to auto-hide the Android navigation bar in SA? It could be done by editing the DEX/Smali code but in some games you'll have to mess with the native executable or in the case of Unity, the Mono assemblies themselves.

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Do Quoc Hung

I still like playing gta san andreas on PC 

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pimann

Hi everyone, is there a way to get rid of random crashes for users of android 7.x/8.x with special CLEO without downgrading their phones?

 

My Galaxy tab 2 with android 8.1 runs SA mobile with special CLEO by SKULL (standard CLEO is incompatible with Android 7.x/8.x) but it often crashes in west San Fierro and south Los Santos.

 

Is there a way to fix these crashes without downgrading the phone?

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Pavel_Play
On 9/28/2018 at 9:10 PM, Frank.s said:

Latest version uploaded to DropBox, tested working on 1.08

Also, make sure you're using an .apk that has the mainv1.scm + scriptv1.img deleted as well or it will crash.

 

Modified files:

 

\files\data\gta.dat
\files\data\water.dat
\files\data\maps\paths.img
\files\data\maps\testbed.ide
\files\data\maps\testbed.ipl
\files\data\script\mainv1.txt
\files\data\script\mainv1.scm
\files\data\script\scriptv1.img
\files\texdb\gta3.img
\files\texdb\gta_int.img
\files\texdb\gta3\gta3.dxt.dat
\files\texdb\gta3\gta3.dxt.tmb
\files\texdb\gta3\gta3.dxt.toc
\files\texdb\gta3\gta3.etc.dat
\files\texdb\gta3\gta3.etc.tmb
\files\texdb\gta3\gta3.etc.toc
\files\texdb\gta3\gta3.pvr.dat
\files\texdb\gta3\gta3.pvr.tmb
\files\texdb\gta3\gta3.pvr.toc
\files\texdb\gta3\gta3.txt
\files\texdb\gta3\gta3.unc.dat
\files\texdb\gta3\gta3.unc.tmb
\files\texdb\gta3\gta3.unc.toc


-------------
Frank.s 2018
-------------

 

 

 

https://www.dropbox.com/s/k5wne8ow7s14wkr/sa_mobile_map_cleaned.7z?dl=0

 

 

The SA map dffs + cols are totally removed from the gta3.img + gta_int.img, gta.txt texture archive is stripped out and also the map data files are removed too: gta.dat only loads basic props and the "testbed" ide and ipl i made for the 1 single object that i added, a concrete island for test purposes.

 

VLnXWOh.png

 

FHg1Nik.png

Can you do this with GTA 3, VC Mobile?

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kubikas33

I found a cool trick how to improve GTA San Andreas graphics on mobile. Of course you can modify and set highest graphics in display options in game menu, but even 100% screen resolution doesn't look clear on bigger displays like tablets. So to break that limit I looked at "gta_sa.set" file that is located in "Android/data/com.rockstargames.gtasa/files" folder. I found the address of screen resolution and draw distance values. When you set all settings to 100% the values in these addresses are 0x64 (100 in decimal) but this isn't a limit of one byte. I'm not sure what is the size of that number but it didn't work when I set those bytes to 0x0100 (256 in decimal), so I guess the limit is 0xFF (or 255 in decimal).
 

Here's how the game looks when screen resolution and draw distance set to 100% in the game menu:

JLZwJ9X.jpg

 

This screenshot was taken after setting these values to 0xFF (255 in decimal):

32odO2d.jpg

 

Draw distance:

LVppFFj.png

msN7lcQ.png

 

I didn't realize any reduce in performance.

Tested on Huawei P20;

Tested version: 1.08.

 

Offsets:

Screen resolution: 0x17;

Draw distance: 0x1B.

 

After replacing gta_sa.set file, don't change screen resolution and draw distance in display settings.

 

Download my gta_sa.set file.

Edited by kubikas33

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BorbingoBoy
Posted (edited)

-snip-

 

Edited by BorbingoBoy

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Nesthor

I'm trying to make a very simple Cleo, which plays a track when the player is somewhere on the map, however I want to include an INI configuration file, Astotben programming process, however not if the same Cleo for PC Run on Android, if so, by default the opcode has an address "CLEO\config.ini", if this opcode is read by Android where you should place the INI? In a folder called CLEO? Or in the direction of always

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Junior_Djjr
Posted (edited)

Nobody talking about new version (v2.0) here...?

Looks like there is a lot of fixes, but I never know where the change log is.

 

Unfortunately I can't install because it now needs Android 7, and my Alcatel A5 is Android 6 not compatible with any root. I would like to have at least the apk file, or at least .lib files, for studies. If someone sent me, I would appreciate it. Done.

Edited by Junior_Djjr

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fath_mu
11 hours ago, Junior_Djjr said:

Nobody talking about new version (v2.0) here...?

Looks like there is a lot of fixes, but I never know where the change log is.

 

Unfortunately I can't install because it now needs Android 7, and my Alcatel A5 is Android 6 not compatible with any root. I would like to have at least the apk file, or at least .lib files, for studies. If someone sent me, I would appreciate it. Done.

Yeah, the latest version is fixed for my device android Pie (9), but i very need cleo, there is no people share the mod apk (with cleo).

I've tried to edited it, but still eror and crash.

Can you edit that apk brother?

I'am sorry for my bad english.

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Junior_Djjr
17 hours ago, fath_mu said:

Yeah, the latest version is fixed for my device android Pie (9), but i very need cleo, there is no people share the mod apk (with cleo).

I've tried to edited it, but still eror and crash.

Can you edit that apk brother?

I'am sorry for my bad english.

And I just wanted the fixes of this new version... CLEO may not be adapted to this new version, and I also don't know how to edit an apk, I just know that it is easily open with programs like 7zip, but I don't know about Android stuffs.

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China·XMDS
On 4/25/2019 at 8:24 AM, Junior_Djjr said:

And I just wanted the fixes of this new version... CLEO may not be adapted to this new version, and I also don't know how to edit an apk, I just know that it is easily open with programs like 7zip, but I don't know about Android stuffs.

Do you need a so file? For example libGTASA.SO?I think I can upload it to you

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China·XMDS
On 4/18/2019 at 11:14 AM, Nesthor said:

I'm trying to make a very simple Cleo, which plays a track when the player is somewhere on the map, however I want to include an INI configuration file, Astotben programming process, however not if the same Cleo for PC Run on Android, if so, by default the opcode has an address "CLEO\config.ini", if this opcode is read by Android where you should place the INI? In a folder called CLEO? Or in the direction of always

Android can't use CLEO4's Opcode, you can't directly use 0AF0-0AF5 to read and write the ini file.Android can only use the of the original Opcode+Android new Opcode:

0DD0=2,%1d% = get_label_addr %2p% ; android
0DD1=2,%1d% = get_func_addr_by_cstr_name %2d% ; android
0DD2=1,context_call_func %1d% ; android
0DD3=2,context_set_reg %1d% value %2d% ; android
0DD4=2,%1d% = context_get_reg %2d% ; android
0DD6=1,%1d% = get_game_version ; android
0DD7=1,%1d% = get_image_base ; android
0DD8=4,%1d% = read_mem_addr %2d% size %3d% add_ib %4d% ; android
0DD9=5,write_mem_addr %1d% value %2d% size %3d% add_ib %4d% protect %5d% ; android
0DDC=2,set_mutex_var %1d% to %2d% ; android
0DDD=2,%1d% = get_mutex_var %2d% ; android
0DE0=3,%1d% = get_touch_point_state %2d% mintime %3d% ; android
0DE1=5,%1d% = get_touch_slide_state from %2d% to %3d% mintime %4d% maxtime %5d% ; android
0DE2=1,%1d% = get_menu_button_state ; read opcode info before using ; android
0DE3=2,%1d% = get_menu_button_pressed mintime %2d% ; read opcode info before using ; android

 

If you want to read and write in the Android configuration ini file, you can use the function:

Use OpenFile to open the ini file

char CFileMgr::OpenFile(const char *path, const char *mode)

_ZN8CFileMgr8OpenFileEPKcS1_

 

Use ReadLine to read each line of the ini file:

char CFileMgr::ReadLine(FILESTREAM file, char *str, int num)

_ZN8CFileMgr8ReadLineEiPci

 

Use sscanf to read data:

int sscanf (const char *str, const char *format, ...);

 

Use strcasecmp to compare the key names in the ini file:

int strcasecmp (const char *s1, const char *s2);

 

Finally close the ini file:

int CFileMgr::CloseFile(FILESTREAM file)

 

 

You can use 0DD0-0DD1 to get the name of the function and get the address of the function.

Call this function with 0DD2, 0DD3 fills in the parameters, and 0DD4 accepts the return value of the function for judging

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Junior_Djjr
Posted (edited)
17 hours ago, China·XMDS said:

Do you need a so file? For example libGTASA.SO?I think I can upload it to you

I said up there that I already got it.

 

5 hours ago, China·XMDS said:

Use strcasecmp to compare the key names in the ini file:

In this case it's better to treat the file as a normal configuration file, such as the GTA SA .dat files.

There is no sense to simulate the configuration of an .ini if you are reading the files in this way, the .ini is very limited.

 

Edited by Junior_Djjr

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MasterofPizza

I'm having an issue. I'm trying to add mods to the game but the mods I'm using all use the same texture names. So I have Psylocke, Jill Valentine, Lara Croft, and all of them are using the same textures. So do I have to edit the DFF to get these mods to the right file paths? I'm at a loss here. 

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u_OguH_B_noJIe_BouH

Adjustable drawing distance| Регулируемая дальность прорисовки. +FPS
Download: Click

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u_OguH_B_noJIe_BouH
9 minutes ago, u_OguH_B_noJIe_BouH said:

Регулируемое расстояние рисования | Регулируемая дальность прорисовки. + FPS
Скачать: Нажмите

+ Image click

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LCstuntman
Posted (edited)

Ultra-Widescreen fix for San Andreas v1.08 CLEO (No-root Android 7, 8, 9+)

 

I added 16:10+ widescreen support from the newest update to SKULL's Android7+ CLEO port.

 

Before (black bars on sides) & after:

4M4Hb5V.png

eonvjRj.png


More Screenshots:

Spoiler

 

51k5ScF.png

x0k5ejF.png

 

 

Download:

 

San Andreas v1.08 CLEO Widescreen

 

Same installation method as SKULL's original (instructions here)

 

NOTE: SA will auto-adjust your current control layout to fit the new width, but won't allow you to change it any further!! (It thinks it's overlapping the old screen border)
If you need to edit it in the future, it's easiest just to do it in v2.00 and then backup Adjustable.cfg for use in this version. The GTA III & VC edits don't have this issue.

 

To make it even more like v2.00, you should also use Kubikas33's gta_sa.set file for increased resolution, and this CLEO script for 60FPS (rename extension to .csa for autostart).

 

All credits to Alexander Blade, SKULL, and R*.

 

GTA III & VC CLEO Widescreen fixes

Edited by LCstuntman

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Nesthor
On 5/2/2019 at 9:59 PM, China·XMDS said:

Android can't use CLEO4's Opcode, you can't directly use 0AF0-0AF5 to read and write the ini file.Android can only use the of the original Opcode+Android new Opcode:

0DD0=2,%1d% = get_label_addr %2p% ; android
0DD1=2,%1d% = get_func_addr_by_cstr_name %2d% ; android
0DD2=1,context_call_func %1d% ; android
0DD3=2,context_set_reg %1d% value %2d% ; android
0DD4=2,%1d% = context_get_reg %2d% ; android
0DD6=1,%1d% = get_game_version ; android
0DD7=1,%1d% = get_image_base ; android
0DD8=4,%1d% = read_mem_addr %2d% size %3d% add_ib %4d% ; android
0DD9=5,write_mem_addr %1d% value %2d% size %3d% add_ib %4d% protect %5d% ; android
0DDC=2,set_mutex_var %1d% to %2d% ; android
0DDD=2,%1d% = get_mutex_var %2d% ; android
0DE0=3,%1d% = get_touch_point_state %2d% mintime %3d% ; android
0DE1=5,%1d% = get_touch_slide_state from %2d% to %3d% mintime %4d% maxtime %5d% ; android
0DE2=1,%1d% = get_menu_button_state ; read opcode info before using ; android
0DE3=2,%1d% = get_menu_button_pressed mintime %2d% ; read opcode info before using ; android

 

If you want to read and write in the Android configuration ini file, you can use the function:

Use OpenFile to open the ini file

char CFileMgr::OpenFile(const char *path, const char *mode)

_ZN8CFileMgr8OpenFileEPKcS1_

 

Use ReadLine to read each line of the ini file:

char CFileMgr::ReadLine(FILESTREAM file, char *str, int num)

_ZN8CFileMgr8ReadLineEiPci

 

Use sscanf to read data:

int sscanf (const char *str, const char *format, ...);

 

Use strcasecmp to compare the key names in the ini file:

int strcasecmp (const char *s1, const char *s2);

 

Finally close the ini file:

int CFileMgr::CloseFile(FILESTREAM file)

 

 

You can use 0DD0-0DD1 to get the name of the function and get the address of the function.

Call this function with 0DD2, 0DD3 fills in the parameters, and 0DD4 accepts the return value of the function for judging

I think it will be impossible for me to do the cleo 😐, it's more complicated than I thought 😩

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BorbingoBoy
Posted (edited)
On 4/23/2019 at 9:38 PM, Junior_Djjr said:

Nobody talking about new version (v2.0) here...?

Looks like there is a lot of fixes, but I never know where the change log is.

 

Unfortunately I can't install because it now needs Android 7, and my Alcatel A5 is Android 6 not compatible with any root. I would like to have at least the apk file, or at least .lib files, for studies. If someone sent me, I would appreciate it. Done.

Can someone dig out at least some changes? So far, I was only able to gather two; automatic climbing (walking into a small fence, for example, triggers the climbing animation) and something to do with Monster Trucks.

 

Edit: and, of course, better compatibility with modern devices. FINALLY, no more stupid flickering

Edited by BorbingoBoy

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Gwozdek
Posted (edited)

Is it possible to restore cut songs on version 2.0?

5 hours ago, BorbingoBoy said:

Can someone dig out at least some changes? So far, I was only able to gather two; automatic climbing (walking into a small fence, for example, triggers the climbing animation) and something to do with Monster Trucks.

 

Edit: and, of course, better compatibility with modern devices. FINALLY, no more stupid flickering

Graphic glitches, constant crashing, fixed position for some parked cars on the streets, bugged firing buttons in Hunter, cars don't bounce anymore when accelerating :)

Edited by Gwozdek

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Nesthor

does not exist the apk 2.0 with cleo yet?

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PrakamyaKhare
On Fri May 03 2019 at 8:29 AM, China·XMDS said:

Android can't use CLEO4's Opcode, you can't directly use 0AF0-0AF5 to read and write the ini file.Android can only use the of the original Opcode+Android new Opcode:

0DD0=2,%1d% = get_label_addr %2p% ; android
0DD1=2,%1d% = get_func_addr_by_cstr_name %2d% ; android
0DD2=1,context_call_func %1d% ; android
0DD3=2,context_set_reg %1d% value %2d% ; android
0DD4=2,%1d% = context_get_reg %2d% ; android
0DD6=1,%1d% = get_game_version ; android
0DD7=1,%1d% = get_image_base ; android
0DD8=4,%1d% = read_mem_addr %2d% size %3d% add_ib %4d% ; android
0DD9=5,write_mem_addr %1d% value %2d% size %3d% add_ib %4d% protect %5d% ; android
0DDC=2,set_mutex_var %1d% to %2d% ; android
0DDD=2,%1d% = get_mutex_var %2d% ; android
0DE0=3,%1d% = get_touch_point_state %2d% mintime %3d% ; android
0DE1=5,%1d% = get_touch_slide_state from %2d% to %3d% mintime %4d% maxtime %5d% ; android
0DE2=1,%1d% = get_menu_button_state ; read opcode info before using ; android
0DE3=2,%1d% = get_menu_button_pressed mintime %2d% ; read opcode info before using ; android

 

If you want to read and write in the Android configuration ini file, you can use the function:

Use OpenFile to open the ini file

char CFileMgr::OpenFile(const char *path, const char *mode)

_ZN8CFileMgr8OpenFileEPKcS1_

 

Use ReadLine to read each line of the ini file:

char CFileMgr::ReadLine(FILESTREAM file, char *str, int num)

_ZN8CFileMgr8ReadLineEiPci

 

Use sscanf to read data:

int sscanf (const char *str, const char *format, ...);

 

Use strcasecmp to compare the key names in the ini file:

int strcasecmp (const char *s1, const char *s2);

 

Finally close the ini file:

int CFileMgr::CloseFile(FILESTREAM file)

 

 

You can use 0DD0-0DD1 to get the name of the function and get the address of the function.

Call this function with 0DD2, 0DD3 fills in the parameters, and 0DD4 accepts the return value of the function for judging

But bro can you please help me how to use char CFileMgr::ReadLine(FILESTREAM file, char *str, int num)

_ZN8CFileMgr8ReadLineEiPci 

to read ini file please, 

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EltozoO

We all know that when playing on the gta touch screen there is free aim, but when we connect a usb or bluethoo control is in auto aim, and there is no way to change, there is no option, so I really wanted a mod to disable auto aim with joystick control

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Gwozdek
On 8/4/2019 at 4:05 AM, EltozoO said:

We all know that when playing on the gta touch screen there is free aim, but when we connect a usb or bluethoo control is in auto aim, and there is no way to change, there is no option, so I really wanted a mod to disable auto aim with joystick control

Moving right analog doesn't activate free aim?

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Gwozdek

Is it possible to increase draw distance brings default max? Flying planes is not that fun right now.

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