Silent 15,232 Posted December 29, 2013 (edited) These games are surely great, nonetheless they have some issues. This modification attempts to fix some of them. Featured fixes: GTA SA: (last update: 22.09.2019) 14ms frame delay has been removed. As a result, game now locks properly on 30 FPS instead of 25 FPS More precise frame limiter, reducing lag spikes a bit when playing with Frame Limiter on Game timers now tick in a more accurate manner, making them not freeze if framerate exceeds 1000 frames per second; in other words, this fixes occasional freezes on fadeouts if playing with Frame Limiter off Mouse should not lock up randomly when exiting the menu on newer systems anymore Mouse vertical axis sensitivity now matches horizontal axis sensitivity Mouse vertical axis does not lock during camera fadeins now NUM5 is now bindable (like in 1.01) 16:9 resolutions are now selectable (like in 1.01) If the settings file is absent, the game will now default to your desktop resolution instead of 800x600x32 DirectPlay dependency has been removed - this should improve compatibility with Windows 8 and newer Path to the GTA San Andreas User Files directory is now obtained differently, increasing compatibility and future-proofing the games more A heap corruption in one place is now fixed (did not affect gameplay but could potentially make the game crash) EAX/NVIDIA splashes are now removed (can be toggled on/off; OFF by default) Subtitle and Radio text sizes can now be toggled between the original release and updated Steam version (defaults to Steam sizes) Area name colour now matches the gang colour of the gang that owns that territory (Los Santos only) (can be toggled on/off; DISABLED by default) Wet road reflections render properly again (just like with Road Reflections Fix) Fixed sun lens flare effect not appearing with AMD/Intel graphics cards Fixed an issue introducing graphical artifacts from ped animations with high RAM usage - so called "streaming memory bug" Fixed a bug causing cheat-spawned melee weapons to be forcibly replaced by other melee weapons upon walking into a pickup Helicopter rotors and plane propellers now work correctly. They now have a blurring effect present in VC and PS2 version of SA. This fix can be disabled separately for each vehicle via the INI file Hunter interior does not dissapear when viewed through the glass door panel Dual rear wheels now show up properly (Yosemite, Tanker etc.). This fix can be disabled or forcibly enabled separately for each vehicle via the INI file Weapons are now visible when viewed through a vehicle window Holding a weapon will not cause some objects to be incorrectly lit anymore Blown up vehicles are now correctly coloured and no longer shine (like in 1.01 and Steam versions) Dirty cars are now able to get clean (like in 1.01) Each car has an unique numberplate now Custom numberplates now show up correctly in all cases Custom numberplates are now also allowed on bikes Numberplates are now bilinear filtered, resulting in a smoother look Vehicle lights do not get dark after being being initially lit anymore (like on PS2) Detached vehicle parts will now remain the same colour as the vehicle they came from Detached vehicle parts now render from both sides Some car panels now swing after car's explosion (like they were meant to be but the code forcibly fixed them immediately after damaging) Moonphases now show up correctly, like on PS2 version (only when playing in 32-bit colour mode) Toggling car lights on does not make windows invisible when viewed from inside anymore Illumination value from timecyc.dat now accepts any float value in 0.0-2.0 ranges, not just 0.0, 1.0 and 2.0 In addition, if illumination value is absent from the timecycle (like on a stock PC timecycle), the game will now default to 1.0 Lights now get casted on vehicles and peds properly - previously, they'd dissapear under some conditions In addition, when playing on Visual FX Quality higher than low, the game will now cast up to 6 lights on each model both indoors and outdoors (on Low details, game's stock behaviour has been kept - allowing up to 4 lights per model outdoors and 6 indoors) Muzzle flash looks better now Muzzle flash will now show up when firing the last bullet from the clip Coronas' don't have a Z test forced all the time now - as a result, sunglare now matches original PS2 version With User Tracks automatic scan enabled, MP3 playback will now work properly if QuickTime is not installed User Tracks now supports the FLAC codec (Only 8/16/24bits, Mono/Stereo and up to 48Khz) PCM WAVE has been expanded to also accept additional profiles (Now 8/16/24bits, Mono/Stereo and up to 48Khz) PCM WAVE files with an ID3-TAG will now also work with the game Temple and Queens are now correctly called on the police scanner Travelling far away from the map will no longer trigger the extra gang territories glitch, nor will it corrupt the Taxi Driver submission Gym glitch ("You have worked out enough..." showing infinitely) has been fixed (can be toggled on/off; ENABLED by default) Saving in Madd Dogg's mansion will no longer trigger the missing basketball glitch (can be toggled on/off; ENABLED by default) Fixed an occasional softlock in Mountain Cloud Boys - the player will not freeze after arriving to the meeting anymore (can be toggled on/off; ENABLED by default) Possible softlock in Sweet's Girl initial cutscene fixed (can be toggled on/off; ENABLED by default) Quadruple Stunt Bonus now works correctly (can be toggled on/off; ENABLED by default) Script sprites now have bilinear filtering applied Car generator counters now work properly for generators with fixed amount of spawns Impound garages now function correctly, allowing the player to recover his last vehicle after it had vanished after a mission start In addition, impound garages will now store player's car when he's busted Streamed entity list has been expanded a bit, so now the game world shouldn't flash when looking down with high Draw Distance settings anymore Mouse rotates an airborne car only with Steer with Mouse option enabled Towtruck tow hitch does not get bugged after it has been fixed anymore Plane doors don't corrupt after the plane has been fixed anymore Fixing a plane will now reset its moving props to an undamaged state Several vehicle components (most notably, Rumpo's front bumper and Bandito's moving prop) will not get glitched after the vehicle has been fixed anymore Weapons and a jetpack now cast proper shadows Crosshair doesn't mess up weapon icon when on a jetpack anymore Free resprays will not carry on a New Game now Fixed ambulance and firetruck dispatch timers - they reset on New Game now Several stat counters now reset on New Game - so the player will not level up quicker after starting New Game from a save "To stop Carl..." message now resets properly on New Game Previously present only on PS2, 'Cars drive on water' cheat is now toggleable - its string is SEAROADER Randomizer error causing peds not to spawn in some areas has been fixed Randomizer error causing prostitutes to be quiet during solicit has been fixed Text boxes now can show together with a Mission Passed text Fixed a 1.01 only tiny memory leak which occured every time the player switched a radio station Fixed an occasional crash when Alt+Tabbing back to the game while standing next to a mirror Mirror reflection doesn't break with Anti-Aliasing enabled anymore With Visual FX Quality set to Very High, mirror reflection quality has been bumped Anti-Aliasing option has been altered - instead of listing 1, 2, 3 options (which in fact are 2x/2x/4x MSAA), the game will now show proper MSAA values from 2x up to 16x (depending on max MSAA level supported by the graphics card) Colliding with another car will now damage proper parts on both cars - previously, both cars got damaged the same way Fixed a crash on car explosions - most likely to happen when playing with a multimonitor setup Fixed a crash when entering advanced display options on a dual monitor machine after: starting game on primary monitor in maximum resolution, exiting, starting again in maximum resolution on secondary monitor. Secondary monitor maximum resolution had to be greater than maximum resolution of primary monitor. Fixed an occasional crash occuring when standing next to escalators Slightly reduced stencil shadows memory overhead Fixed an AI issue where enemies became too accurate after the player has been in the car earlier IMGs bigger than 4GB are now handled properly Alt+F4 now works properly Several vehicles now have extra animated components: Phoenix hood scoops, Sweeper brushes, Newsvan antenna, radars on several boats, extra flaps on Stuntplane and Beagle Animated engine components on Bandito, BF Injection and Hotknife will not animate if the engine is off Fixed a crash occuring when the vending machine was continuously used for an extended period of time FILE_FLAG_NO_BUFFERING flag has been removed from IMG reading functions - speeding up streaming Fixed a streaming related deadlock, which could occasionally result in game being stuck on black screen when entering or exiting interiors (this is the issue people used to fix by setting CPU affinity to one core) Metric-to-imperial conversion constants have been replaced with more accurate ones Fixed a glitch where random cars would end up being impounded to garage, replacing player's vehicles Very long loading times will now loop loading screens, as opposed to fading to white Sun reflections on peds and vehicles now change direction depending on time of day, like in III and VC (can be toggled on/off; DISABLED by default) Dancing minigame timings have been improved, now they do not lose accuracy over time depending on PC's uptime Car generators placed in interiors are now placed correctly - this 'unhides' two vehicles in Madd Dogg's mansion, which were always there but they were not visible Bombs in cars stored in garages now save properly Fixed an issue which would cause games to freeze if III/VC/SA were running at the same time Streaming has been greatly improved during Supply Lines mission (or more general, any time when using an RC vehicle) - it now behaves as expected, as opposed to displaying LODs way too quickly Health triangle displaying when aiming at peds is now properly orientated (it's now upside down) for peds player can recruit Setting a BMX on fire will not set CJ on fire anymore Keyboard input latency decreased by one frame Rhino does not gain extra wheels after being fixed anymore Firetruck (firela variant) now has a functional ladder - it can be raised by moving right analog stick down/pressing Num2 artict3 trailers now can be chained (as it was most likely intended, since the model has a hook dummy which was not functional until now) Tug now has a functional tow bar (model has a hook dummy which was not functional until now) DFT-30 left middle wheel now displays properly (game now accepts a typo present in its naming) Pushing pedestrians against the wall with a vehicle will not trigger passenger's voice lines anymore - instead, now they are triggered when player runs over pedestrians Pay 'n Spray will not clean the car BEFORE garage doors close anymore - now it cleans them while the car is hidden behind the garage door "True Invicibility" option has been added - with the option enabled, police helicopter will not hurt the player when they have an Invicibility cheat enabled (can be toggled on/off; DISABLED by default) Steam version has proper aspect ratios now IMG size checks have been removed from the Steam version Steam version of the game will not reject 1.0/1.01 saves anymore (still, a compatible SCM is needed for the save to work) DOWNLOAD SilentPatchSA GTA III/GTA VC DDraw Component: (last update: 20.05.2018) This ddraw.dll component fixes some game issues which couldn't be addressed from within the ASI due to the fact ASI files load relatively late in those games. If the settings file is absent, the game will now default to your desktop resolution instead of 640x480x16 DirectPlay dependency has been removed - this should improve compatibility with Windows 8 and newer The game will not crash on startup if Data Execution Prevention is enabled for all applications anymore "Cannot find enough available video memory" error showing on some computers has been removed Path to the User Files directory is now obtained differently, hopefully increasing compatibility and future-proofing the games more FILE_FLAG_NO_BUFFERING flag has been removed from IMG reading functions - speeding up streaming All censorships from German and French versions of the game have been removed Fixed an issue which would cause games to freeze if III/VC/SA were running at the same time DOWNLOAD DDraw Component GTA VC: (last update: 22.09.2019) Fixed an issue where installing the game on A or B drive made the game ask for the CD Mouse should not lock up randomly when exiting the menu on newer systems anymore Mouse will not go beyond the game rect now, allowing to play the game on multimonitor setups without problems Mouse vertical axis sensitivity now matches horizontal axis sensitivity Mouse vertical axis does not lock during camera fadeins now More precise frame limiter, reducing lag spikes a bit when playing with Frame Limiter on Rosenberg's lines which play when player is Busted work correctly now (just like with Rosie's Audio Fix) Game now performs a bit better on high FPS. It doesn't freeze on fadeouts anymore, although it still has issues with car physics, gravity and sounds. Therefore it's still recommended to play with Frame Limiter set to ON Wet road reflections render properly again (just like with Road Reflections Fix) Reintroduced light glows under weapon/health/armour pickups, bribes, hidden packages and money pickups - they showed only on PS2 due to a bug in all PC versions All texts now have proper shadows (depending on chosen resolution, without the fix they'd appear thinner etc. Free resprays will not carry on a New Game now Fixed ambulance and firetruck dispatch timers - they reset on New Game now Corrected crime codes for police dispatch audio - police dispatch now refers to player crimes correctly Fixed a bug causing cheat-spawned melee weapons to be forcibly replaced by other melee weapons upon walking into a pickup FILE_FLAG_NO_BUFFERING flag has been removed from IMG reading functions - speeding up streaming Alt+F4 now works properly Some car panels now are detached after car's explosion (like they were meant to be but the code forcibly fixed them immediately after damaging) Metric-to-imperial conversion constants have been replaced with more accurate ones Pathfinding for cars chasing the player has been improved All censorships from German and French versions of the game have been removed Bombs in cars stored in garages now save properly Fixed an issue which would cause games to freeze if III/VC/SA were running at the same time Car generator counters now work properly for generators with fixed amount of spawns Extras on bikes now behave correctly, following bike lean and not floating in air Keyboard input latency decreased by one frame Some props in Malibu Club, Ocean View Hotel and Pole Position Club have been restored; more environment shows outside when player is in interior too (just like on PS2) DOWNLOAD SilentPatchVC GTA III: (last update: 25.09.2019) Mouse will not go beyond the game rect now, allowing to play the game on multimonitor setups without problems More precise frame limiter, reducing lag spikes a bit when playing with Frame Limiter on The game will not ask for a CD when all audio files are copied to the disk anymore In 1.0, armour cheat is now TORTOISE - like in 1.1 and Steam versions In 1.0, BOOOOORING cheat now works properly - like in 1.1 and Steam versions Mouse sensitivity is now properly saved - like in 1.1 and Steam versions Headlight coronas now display properly (as they do on PS2, XBOX and PC Steam versions) Purple Nines Glitch has been fixed Game now performs a bit better on high FPS. It doesn't freeze on fadeouts anymore, although it still has issues with car physics, gravity and sounds. Therefore it's still recommended to play with Frame Limiter set to ON Rhino spawned via a cheatcode doesn't stay on map forever anymore Blista now can be lifted by a car crusher crane - instead, now it cannot lift Coach Shooting from M16 in 1st person mode now increments bullets fired stat properly (so you can't score Accuracy to be more than 100%) Wet road reflections render properly again (just like with Road Reflections Fix) Reintroduced light glows under weapon/health/armour pickups, bribes, hidden packages and money pickups - they showed only on PS2 due to a bug in all PC versions Trace (Destination) blip is now scaling to the resolution properly Garages-related and rampages-related texts now scale to the resolution properly All texts now have proper shadows (depending on chosen resolution, without the fix they'd appear thinner etc.) Free resprays will not carry on a New Game now Fixed ambulance and firetruck dispatch timers - they reset on New Game now The game will not create more than 32 blips at once now - while this never happened in an unmodded game, it could have happened due to exploits and potentially corrupted the save FILE_FLAG_NO_BUFFERING flag has been removed from IMG reading functions - speeding up streaming Alt+F4 now works properly Some car panels now are detached after car's explosion (like they were meant to be but the code forcibly fixed them immediately after damaging) Metric-to-imperial conversion constants have been replaced with more accurate ones Pathfinding for cars chasing the player has been improved (most notably, it may result in 'Bait' being much more playable) All censorships from German and French versions of the game have been removed Bombs in cars stored in garages now save properly Fixed an issue which would cause games to freeze if III/VC/SA were running at the same time Car generator counters now work properly for generators with fixed amount of spawns Keyboard input latency decreased by one frame Car reflections are now displayed correctly on Steam version DOWNLOAD SilentPatchIII Supported games GTA III 1.0 (all versions) GTA III 1.1 (all versions, including Steam version) GTA VC 1.0 (all versions) GTA VC 1.1 (all versions, including Steam version) GTA SA 1.0 (all versions) GTA SA - newsteam r2 (9 Dec 2014 patch; partial support) Non-GTA SilentPatches: Colin McRae Rally 2.0: (last update: 08.08.2015) Featured fixes: The game now handles ALL aspect ratios properly. That means the game will not be horribly scretched when playing in widescreen anymore. The game now defaults to borderless windowed mode. This change gets rid of a DirectDraw bug on Windows 8 and newer, which would make the game run in a window even if fullscreen is requested, also affecting performance negatively. Fullscreen borderless windowed mode does not have any of these issues, and looks identical to real fullscreen. Both windowed and borderless can be toggled via SPCMR2.ini file. When playing in windowed mode (borderless or not), the game can handle Alt+Tab properly now. All dependencies on registry keys have been removed. This makes the game fully portable and also fixes an occasional issue, where the game would not launch without Administrator privileges (due to an incorrect way the game was reading registry keys). Logging has been removed for good (since it would never log anything anyway). The game used to create a log file in C:\ which would often make the game require Administrator privileges to run. Regions can now be switched via the INI file. Depending on the game version, it has different region directories included in CountrySpecific directory. Now, if you have more than one region installed, you can easily switch between them. Field of View can now be adjusted via the INI file. You can select any value in 30.0 - 150.0 range. Support for non-Full installation methods has been removed. On the plus side, the game will never ask for a CD now. Screenshots DOWNLOAD HERE The Godfather: The Game: (last update: 14.04.2019) Featured fixes: CRASH AND BUG FIXES: Movie player has been rewritten to work on any operating system Game has been disallowed from writing registry keys to HKEY_LOCAL_MACHINE - those writes were relayed to VirtualStore, potentially creating hard to troubleshoot crashes QUALITY OF LIFE IMPROVEMENTS: In addition to making movie player usable, it now can be configured to preserve aspect ratio of displayed movies instead of stretching them. Refer to SilentPatchGF INI file for more details An option to skip intro movies has been added to SilentPatchGF INI file An option to change FPS cap has been added to SilentPatchGF INI file (game defaults to 30FPS, but it appears like using 60FPS does not cause any major issues) Log file has been relocated to main game directory - so game does not attempt to write to C:\ when it crashes Game is now fully portable - dependency on installation path in registry has been removed Game now defaults to desktop resolution on the first launch - so it will not default to 800x600 anymore DOWNLOAD HERE Bully: Scholarship Edition: (last update: 22.07.2018) Featured fixes: CRASH AND BUG FIXES: Crashes occuring on Windows 10 (and potentially on Windows 8.1 and other systems) have been fixed Collision loading has been improved, fixing occasional crashes on initial game load Fixed game's objects pool usage, fixing possible crashes Fixed an occasional crash when starting Nutcrackin' or Music Class Frame Limiter has been made much more precise, so the game should lock at exactly 30FPS now (as opposed to stock limiter being prone to dropping frames a lot) QUALITY OF LIFE IMPROVEMENTS: An option to change FPS cap has been added to SilentPatchBully.ini file (game defaults to 30FPS) FILE_FLAG_NO_BUFFERING flag has been removed from IMG reading functions - potentially speeding up streaming DOWNLOAD HERE Far Cry: (last update: 06.07.2018) Featured fixes: CRASH AND BUG FIXES: Water reflections now work as expected on modern Windows versions Vertical Sync option now works as expected - it used to be ignored by the game completely, defaulting to VSync off Fixed a crash occuring when using a mouse scroll wheel during loading screens Fixed a crash/freeze on exit when using a 64-bit executable QUALITY OF LIFE IMPROVEMENTS: -64bit commandline option has been added - when it's used, the game will always attempt to launch using a 64-bit executable. This is useful for getting a 64-bit version of the game to work via Steam, as previously it was required to swap files around. DOWNLOAD HERE Edited September 27 by Silent Quote Share this post Link to post Share on other sites
Silent 15,232 Posted December 29, 2013 (edited) TO-DO LIST: NOTE: The presence of any items on this list does not guarantee they will appear in the next build. This list specifies both short term and long term goals which might have no specific deadline set. GTA III: Hide 16-bit resolutions Filtering on player skin space's bugged sniper bullet checks (047B, 047C, and 037E) port big imgs stuff from SA Port CdStream deadlock from SA Sounds going Silent after Alt+Tab Add bounds checks to CRopes functions (this crashes because -1 is used as valid index) Verify RenderCloudsBackground crashing with specific timecyc Correct CPlayerInfo assignment operator Properly support mouse button swapping for the sake of southpaw players GTA VC: Hide 16-bit resolutions space's bugged justify command space's bugged sniper bullet checks (047B, 047C, and 037E) port big imgs stuff from SA Port CdStream deadlock from SA Add bounds checks to CRopes functions (this crashes because -1 is used as valid index) Mouse sensitivity resetting on New Game Correct CPlayerInfo assignment operator Properly support mouse button swapping for the sake of southpaw players GTA SA: Verify Fender Ketchup gate issue with high FPS Hide 16-bit resolutions space's bugged sniper bullet checks (047B, 047C, and 037E) (maybe) Verify memory leaks (some might happen in gameplay and not only on exit) Add bounds checks to CRopes functions (this crashes because -1 is used as valid index) Correct CPlayerInfo assignment operator Check fire shadows Fix IsAlreadyRunning so it doesn't crash if it can't find the game window Properly support mouse button swapping for the sake of southpaw players Check parachute rendering pipelines Investigate a memory leak with fx Gracefully enable EFIGS for US executables OTHER: Clean up changelogs! Especially the SA one is so messy. Get rid of precompiled headers Edited October 6 by Silent Quote Share this post Link to post Share on other sites
îlîlîlîlîlî 376 Posted December 29, 2013 Silent, this is everything I've always wanted for III PC. Thank you so much. Quote Share this post Link to post Share on other sites
TJGM 5,844 Posted December 29, 2013 Looks great, now if I could only figure out why my Vice City is crashing I'd be able to use it. (not caused by this mod btw) Also, I noticed you didn't include an ini and this also fixes the rain reflections, I was wondering if you could add the ini to enable rain reflections even when its not raining too like the original fix. Quote Share this post Link to post Share on other sites
Silent 15,232 Posted December 29, 2013 I haven't added it as I wanted this plugin only to patch stuff, not add any new features. You can still use RefFix to force reflections to show all the time and plugins will not collide with each other. Same goes for increased probability of Rosie's line to play in VC (standalone fix increases it, this one keeps it at the original value). Quote Share this post Link to post Share on other sites
LeonTheKiller 136 Posted December 29, 2013 (edited) Great work,as always. Edited December 29, 2013 by _Douglas_ Quote Share this post Link to post Share on other sites
KawakSallas 204 Posted December 29, 2013 Impressive. Silent, you should apply for a job at R* Quote Share this post Link to post Share on other sites
Mega 4,782 Posted December 29, 2013 Impressive. Silent, you should apply for a job at R* He would be the first person to actually do something useful and right there! That's a step foward fixing R*! Quote Share this post Link to post Share on other sites
KawakSallas 204 Posted December 29, 2013 Put him on the "last minute fixes" department. The amount of bugs would be cut by half. Quote Share this post Link to post Share on other sites
gamerzworld 982 Posted December 29, 2013 Awesome stuff man! Quote Share this post Link to post Share on other sites
theNGclan 9,604 Posted December 29, 2013 It has a small issue on GTA LC. The shadows behind the stars shouldn't be there. It looks weird whenever you don't have a wanted level. Quote Share this post Link to post Share on other sites
Tadzik 300 Posted December 29, 2013 (edited) So, now I can delete reffix.asi ans rosiefix.asi right? and what if I'm using Vice Cry? Edited December 29, 2013 by Ridd1cK Quote Share this post Link to post Share on other sites
DimZet 171 Posted December 29, 2013 Glows show correctly under pickupsGlows show correctly under money Missing props re-added Headlight fix I am the first who created it. Quote Share this post Link to post Share on other sites
Danikov 195 Posted December 29, 2013 Glows show correctly under pickups Glows show correctly under money Missing props re-added Headlight fix I am the first who created it.Does it really matter? Quote Share this post Link to post Share on other sites
Silent 15,232 Posted December 29, 2013 (edited) Glows show correctly under pickups Glows show correctly under money Missing props re-added Headlight fix I am the first who created it. I knew you'll point it out. 1. Headlight fix - I'm pretty sure DK22 made it first. Besides, your scripts are workarounds and have issues like this while my fix does exactly the same as Steam EXE code. 2. Glows under pickups - well, I knew about your mod too. Check the dates though. I first published a screen from III with this fix at 22nd December: http://gtaforums.com/topic/460954-grand-theft-auto-iii-chain-game-lounge/?p=1064358636 And your mod was uploaded on libertycity.ru 4 days later. So technically I was the first to make it 3. Missing props - in all honesty, didn't know about this one. It has a small issue on GTA LC. The shadows behind the stars shouldn't be there. It looks weird whenever you don't have a wanted level.Pretty sure this shadow was in III too. So, now I can delete reffix.asi ans rosiefix.asi right? and what if I'm using Vice Cry? Just don't replace IPLs which they already changed. I believe they restored these props too anyway. Edited December 29, 2013 by SilentPL Quote Share this post Link to post Share on other sites
GTAKid667 9,164 Posted December 29, 2013 (edited) - Edited February 2, 2015 by GTAKid667 Quote Share this post Link to post Share on other sites
GamerShotgun 168 Posted December 29, 2013 Just a quick question though: Is it possible to include a widescreen fix too with this mod? Quote Share this post Link to post Share on other sites
Fireburns 7 Posted December 29, 2013 Hi SilentPL Thanks for providing this patch! Shadows behind the icons and glows under the pickups are really nice. However, I'm experiencing one problem: The font when repainting a car is now way too big. https://www.dropbox.com/s/dcectsx4bf4qh0n/11.jpg Two questions: Is there a chance you could fix the lights shining through garage doors? This issue has been around since GTAIII came out, so it has actually nothing to do with your mod. But since you are fixing R*'s bugs, this could be an easy one for you too. https://www.dropbox.com/s/v7rg9v3biyes9aa/22.jpg When using ENB series, all the highlighted areas when playing mission (which should be blue btw) become more transparent. Are you aware of a workaround regarding this issue as well?https://www.dropbox.com/s/tz39esow1jkde3x/33.bmp Fireburns Quote Share this post Link to post Share on other sites
theNGclan 9,604 Posted December 30, 2013 It has a small issue on GTA LC. The shadows behind the stars shouldn't be there. It looks weird whenever you don't have a wanted level. Pretty sure this shadow was in III too. Looks like there IS a shadow, but it just is slightly off. Quote Share this post Link to post Share on other sites
Mega 4,782 Posted December 30, 2013 (edited) EDIT: Nevermind, GTAForums is on drugs Edited December 30, 2013 by MegaMario1500 Quote Share this post Link to post Share on other sites
_CP_ 9,325 Posted December 30, 2013 Waiting for SA version with tons of fixes Quote Share this post Link to post Share on other sites
Silent 15,232 Posted December 30, 2013 Just a quick question though: Is it possible to include a widescreen fix too with this mod? Not sure if it's worth making another widescreen fix. TG13's looks just fine. The font when repainting a car is now way too big It's not, it's just widescreen fix not rescaling it. But now it's the size R* intended it to be Is there a chance you could fix the lights shining through garage doors? This issue has been around since GTAIII came out, so it has actually nothing to do with your mod. But since you are fixing R*'s bugs, this could be an easy one for you too. No clue what causes it, but I may try to fix it. No promises though. When using ENB series, all the highlighted areas when playing mission (which should be blue btw) become more transparent. Are you aware of a workaround regarding this issue as well? Nope. Quote Share this post Link to post Share on other sites
GamerShotgun 168 Posted December 30, 2013 Just a quick question though: Is it possible to include a widescreen fix too with this mod? Not sure if it's worth making another widescreen fix. TG13's looks just fine. I was just asking this because it would be in one single .asi and people wouldn't have to have seperate ones. But okay. Quote Share this post Link to post Share on other sites
Dani5ooo 36 Posted December 31, 2013 (edited) The colors are for better explanation.Blue: PlayStation 2 originalYellow: PC originalBrown: PC original with SilentPatch. Shadow from the font is looking like in the PS2 version.Cyan: ThirteenAG's widescreen fix. A bit more shadow than on the yellow one.Purple: ThirteenAG's widescreen fix with SilentPatch. With ThirteenAG's widescreen fix and SilentPatch there is too much shadow behind the font, if you compare it with the brown one.Same problem with Vice City.@SilentPL, can you release an extra version for ThirteenAG's widescreen fix? Edited December 31, 2013 by Dani5ooo Quote Share this post Link to post Share on other sites
riquenunes 49 Posted December 31, 2013 So that explains why I thought shadows looked a bit weird in VC. Quote Share this post Link to post Share on other sites
Silent 15,232 Posted December 31, 2013 I think that's actually up to widescreen fix and not me, I did not change internal shadows size (just corrected the code). Quote Share this post Link to post Share on other sites
ThirteenAG 3,547 Posted December 31, 2013 That's why all in one fixes are bad. I guess i'll have to release a fix for a fix, to make it work with widescreen fix? I'll see what i can do, but no idea when. Quote Share this post Link to post Share on other sites
Gramps 773 Posted December 31, 2013 That's why all in one fixes are bad AIO fixes by the same author are great, because he/she will make sure they are compatible before release more than likely Happy New Year to all. Quote Share this post Link to post Share on other sites
GamerShotgun 168 Posted December 31, 2013 That's why all in one fixes are bad. I guess i'll have to release a fix for a fix, to make it work with widescreen fix? I'll see what i can do, but no idea when. Yo' dawg, I've heard you like fixes, so we put a fix in your fixed fix. Quote Share this post Link to post Share on other sites
Rim 749 Posted December 31, 2013 Awesome patch, I'm going to try it out as soon as I can. And by the way, glows under pickups were featured in Xbox mod since update 2 which was released more than a year ago Quote Share this post Link to post Share on other sites