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Silent

SilentPatch

Recommended Posts

B Dawg

Shotgun is hitscan and the rest of the guns have actual bullets with travel time and hitboxes.

Im guessing the shotgun projectile has either a tiny hitbox or none at all.

Actually, all the guns are hitscan (obvious exceptions are grenades, rocket launcher, flamethrower, spray can, fire extinguisher, etc...)

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gts.

 

When Silent will going to release the new vehicles SP update?

I have no clue - the TODO list is so full of stuff reported and/or suggested by @spaceeinstein and @Nick007J so at this point it almost feels like I'm ignoring those issues... I feel like I should clear those before considering a new release, at least.No problem, take your time. Is only that I'm hyped for see all those vehicle (VC?) features fixed in SA, the curious thing is that I never noticed them neither on PS2 until now.

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ChengizVlad09

 

God damn, you guys know your s*it :) that was it. Even though I'm using the PS2 loadout-Skygfx1, I could see the droplets for the brief moment when car hit the water, so without neo folder and colorcycle.dat file in my root dir, they couldn't be loaded and that caused the crash. Thanks!

Why you have to delete anything? You could just disable the raindrops from the ini file.

I can't really remember, since it was some time ago, but deletion of the mentioned folder solved it for me even though that droplets were turned off in the first place. Later on, and it took me a while to get to the bottom of this, the crash problem was caused by Fastman's Limiter. No matter what I tried, it was always this mod causing crashes, so I definitely deleted it for good.

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Davve95

 

 

When Silent will going to release the new vehicles SP update?

I have no clue - the TODO list is so full of stuff reported and/or suggested by @spaceeinstein and @Nick007J so at this point it almost feels like I'm ignoring those issues... I feel like I should clear those before considering a new release, at least.
No problem, take your time. Is only that I'm hyped for see all those vehicle (VC?) features fixed in SA, the curious thing is that I never noticed them neither on PS2 until now.

Sounds cool. What features are they though?

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Ash_735

Visual animations, such as hood scoop on phoenix, moving brushes on street sweeper, moving sat dish on news can, etc.

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gts.

Sounds cool. What features are they though?

Phoenix's hood scoop butterflies, Predator's thing (radar?), etc.

 

EDIT:

Oops, ninja'd by Ash. :p

Edited by gts.

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monq

In GTA 3 (but not in VC or SA) when you alt-tab to leave the game and then come back, most sounds stop playing until you hit Escape twice (i.e. go to the menu and then back). For example, background noises remain silent until you do that.

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Silent

In GTA 3 (but not in VC or SA) when you alt-tab to leave the game and then come back, most sounds stop playing until you hit Escape twice (i.e. go to the menu and then back). For example, background noises remain silent until you do that.

Meh... sounds plausible. I'll put it on the TODO.

 

 

More goodness from @Nick007J - panels (bumpers) fix which is present in San Andreas since r27 also works great in III and VC:

 

Before:

rf12BZrl.jpg

 

 

After:

ws0JvA4l.jpg

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Inadequate

Is that really a bug? :O

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Silent

Likely - the code damages them* and then... immediately fixes them. So I would say so.

 

* And that is also broken in III/VC but not in SA - but even SA insta-fixes them.

Edited by Silent

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Inadequate

Nice. Then the same thing applies to VC too?

 

EDIT:

Oops, sorry. I see that applies to VC too. I forgot how to read. :p

Edited by Inadequate

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gts.

 

In GTA 3 (but not in VC or SA) when you alt-tab to leave the game and then come back, most sounds stop playing until you hit Escape twice (i.e. go to the menu and then back). For example, background noises remain silent until you do that.

Meh... sounds plausible. I'll put it on the TODO.

 

 

More goodness from @Nick007J - panels (bumpers) fix which is present in San Andreas since r27 also works great in III and VC:

 

 

Before:

rf12BZrl.jpg

 

 

After:

ws0JvA4l.jpg

 

 

Is this the f*ckCarCompletely function?

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Silent

Yes, that's why this entry is now crossed out in the todo list.

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gts.

That's nice. The stuff of the TODO list is getting crossed so fast for the three games. :p

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Silent
21752218_1960098084237797_42852907882136

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George Costanza

and moon phases in windowed mode

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gts.

and moon phases in windowed mode

Or even better, reverse the real PS2 moon phases just like the sun.

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George Costanza

das job for aap.

 

since sun war borken z fighting

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gts.

das job for aap.

You're right but also Silent can do it. They will be fixed by aap probably somewhere and sometime in the future but by a DLL. :O

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George Costanza

rename dll to asi

???

profit

 

 

 

or wait till tag updates the asi branch on github and let it downalod via appveyro

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Ash_735

HAHA. Can I ask... What happened with this?

I still have those files :p But it required a rewrite of the player (which we did for VCS PC) which is a bitch to support for multiple EXE's, plus it required shipping a DLL which the community screeches at these days. :p:D

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El Dorado

damn, reading old posts before the first SA version and comparing to what we have now... things certainly improved

 

still one lousy bug remains, that one near the police dpt in LS where a orange light is placed in a tunnel and the glow is reflected on the cars in the street level

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gts.

Still one lousy bug remains, that one near the police dpt in LS where a orange light is placed in a tunnel and the glow is reflected on the cars in the street level

Nothing to do with SP. They are only some coronas (2dfx?) placed in the aqueducts, it seems that they are map related and I don't know if they can be moved with a map editor.

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George Costanza

 

HAHA. Can I ask... What happened with this?

I still have those files :p But it required a rewrite of the player (which we did for VCS PC) which is a bitch to support for multiple EXE's, plus it required shipping a DLL which the community screeches at these days. :p:D

 

ddraw.asi when.

 

jk. i know it's functions are integrated in normal silenpatch

 

But is it really different for hodloom and compact exe in SA? or just difference for 1.0 1.1....

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Inadequate

 

HAHA. Can I ask... What happened with this?

I still have those files :p But it required a rewrite of the player (which we did for VCS PC) which is a bitch to support for multiple EXE's, plus it required shipping a DLL which the community screeches at these days. :p:DRelease them please, anyway an 1.0 EXE is a must have in the modding environment. :p

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ThirteenAG

plus it required shipping a DLL which the community screeches at these days. :p:D

Nah ah. Why is everyone confused regarding what the problem is about.

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Ash_735

I know the issue, I just like that the reaction to DLL has become a bit of a joke.

 

But even still, it requires a BINK DLL, as well as the converted files and then the ASI for it, which is too much to include in SilentPatch considering how many people would have problems with it.

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ThirteenAG

But even still, it requires a BINK DLL, as well as the converted files and then the ASI for it, which is too much to include in SilentPatch considering how many people would have problems with it.

Sure, intro movies aren't worth the trouble because they're disabled by fastloader anyway. I had a cleo script some day that showed introduction video between cuts during intro cutscene :)

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Claude_Lib

Then just release it separately. And if somebody will have issues because they can't read ReadMes, it will be their f*cking problem.

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