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SilentPatch


Silent
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Rotor blades have already been done.. look a few pages back, I posted some videos of them too.

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I know this question has been asked thousand of times before,but any chance you could try tweaking the helicopter's crappy rotor blades ..?

Maybe import it like the parachute from vcs or something?

I thought he did that already?

 

The parachute animations yes he did but the rotor blades no

Edit:It seems it can't be done (Quote from himself on another topic):rotorblades were removed ON PURPOSE due to a possible D3D9 RW issue, or some implementation oddities R* could not have addressed...

What are you talking about? The blurred rotor is fixed already.

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*Facepalm* My bad folks...

So only the moon phases remain

Edited by lightning123
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Rotor blades - Fixed

Dirty cars - Fixed

Black blown up cars - Fixed

Colored text zone - Fixed or implemented or whatever

Dual rear wheels - Fixed

Weapons rendering under car windows - Fixed

Hunter interior bug - Fixed

NUM5 mappable on controls - Fixed

Objects being lit when CJ has a weapon in hand - Fixed

 

9 (mentioned) fixes, not bad

 

 

I'm not demanding anything, but just please don't be like DK or NTAuthority, making a big propaganda about mods and not releasing them

 

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I just remembered one horrible SA bug when cars seem to be lit from below. I tried to get this bug now, but didn't succeed, so I hope you get what I mean.

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Dual rear wheels - Fixed

This is fixed? I completely forgot about it being on PS2. PC version is really buggy,

Silent already released III/VC versions before so I doubt he'll keep this for himself or something :D

 

Oh what about more car spawns like PS2 version has? Should be simple enough, no?

Edited by Blackbird88
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Rotor blades - Fixed

Dirty cars - Fixed

Black blown up cars - Fixed

Colored text zone - Fixed or implemented or whatever

Dual rear wheels - Fixed

Weapons rendering under car windows - Fixed

Hunter interior bug - Fixed

NUM5 mappable on controls - Fixed

Objects being lit when CJ has a weapon in hand - Fixed

 

9 (mentioned) fixes, not bad

 

 

I'm not demanding anything, but just please don't be like DK or NTAuthority, making a big propaganda about mods and not releasing them

 

Those guys are actually helping out in some cases here. :p

 

Also:

 

Frame Lag (14ms on 1.00, 10ms on 3.00) - Removed = Fixed

3.00 Subtitle size - Fixed

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About parked cars from PS2, in theory I thought that they are controlled by binary IPL's. In fact, there is a session named cars for them. In fact, ps2 files have more lines for spawning points. But when I added one single line to PC, ID Limit Breached.

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IIRC SA 3.0 also has PS2-like save menu with saves having numbers in front of them. I wonder why did they bother to add it back.

 

 

About parked cars from PS2, in theory I thought that they are controlled by binary IPL's. In fact, there is a session named cars for them. In fact, ps2 files have more lines for spawning points. But when I added one single line to PC, ID Limit Breached.

That's odd. Why would they lower the limit on PC version of all things? Edited by Blackbird88
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Rotor blades - Fixed

Dirty cars - Fixed

Black blown up cars - Fixed

Colored text zone - Fixed or implemented or whatever

Dual rear wheels - Fixed

Weapons rendering under car windows - Fixed

Hunter interior bug - Fixed

NUM5 mappable on controls - Fixed

Objects being lit when CJ has a weapon in hand - Fixed

 

9 (mentioned) fixes, not bad

 

 

I'm not demanding anything, but just please don't be like DK or NTAuthority, making a big propaganda about mods and not releasing them

 

Those guys are actually helping out in some cases here. :p

 

Also:

 

Frame Lag (14ms on 1.00, 10ms on 3.00) - Removed = Fixed

3.00 Subtitle size - Fixed

 

Oh wait, also forgot:

 

Road Reflections - Fixed

Allowing 16:9 Resolutions - Fixed

 

Hard to keep track of what's been fixed in the past from VCS.

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Some time ago I as aiming to port the PS2 map to PC (less trees, more clean and with some unique objects)

 

An example of R* laziness, one tree placed over another (the little one is the PS2 default)

 

x4dF5ml.jpg

 

I searched in the IPL's, and then I discovered the indexing system or whatever was changed.

 

http://www.diffchecker.com/l7pir6es

 

Left - PS2 LAe.ipl

Right - PC LAe.ipl

 

The objects are the same, but the ID's (?) are different

LAEalpha6 ID on PC - 5629
LAEalpha6 ID on PS2 - 5549
Edited by format c:
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Allowing 16:9 Resolutions - Fixed

Silent's widescreen fix?

 

Not the full version, since many people complained and debated about what should be what so it's left up to people to grab their own Widescreen Fix mods from the ones available, this part just enables the Resolutions to be selected by the game but everything else is kept the same as how Rockstar had it.

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With 2 fully working widescreen fixes available, no point in releasing a VCSPC one now really.

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Are you going to include any map fixes at all in the SA patch (modded ide files, like the fixes I mentioned)? Or is this going to be plugin only stuff?

 

 

and Wesser one don't alow the widescreen option to be turned on http://gtaforums.com/topic/669618-plugos-widescreen-hor-support/?p=1064555127

That's indeed an annoying, but minor issue.

Edited by Zera
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Are you going to include any map fixes at all in the SA patch (modded ide files, like the fixes I mentioned)? Or is this going to be plugin only stuff?

The jury's still debating on that one.

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There's no widescreen fix yet that allows you to change your aspect ratio in the game options.

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There's no widescreen fix yet that allows you to change your aspect ratio in the game options.

What would be the point of that? Wesser's adjusts it automatically depending on your resolution.

 

Unless you want a stretched picture for some reason.

Edited by Zera
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Temple is now called properly by a police scanner speaker (not Sunnyside anymore) + Queens got its scanner name back (it's present in files but oddly, it was unused).

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Whoa, fixes are going deeper now. There is one I was thinking about, unfortunately I can't take a screenshot right now (it's pretty hard to capture on a image too)

 

It's about timed objects, specifically lights in the windows on houses and buildings, sometimes they flicker like hell. Go to Montgomery around 21:00 and you'll see what I mean. Maybe you can do something about it...

 

EDIT - Lod flickering/z fighting, maybe it's caused by my graphics card, don't know

Edited by KawakSallas
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Can anyone provide me a full list of missing map objects? It's various Four Dragons Casino, anyhing more?

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As far as I know, Four Dragons Casino lights, Visage parking signs, and the glitched pay 'n spray also in LV. Someone already made that, I have the IPL's if you want.

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PS2 vegasE has 12 binary IPLs, yet PC has 8? It's bullsh*t.

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Silent here other bug (I think...)

 

The Old Venturas Strip - Strip Club

 

The live nude girls sign

 

PC:

fp075s.jpg

 

With colors (PS2?):

2bw5lw.jpg

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The model probably lacks NVC. Nothing I can do.

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The model probably lacks NVC. Nothing I can do.

 

Uhm, well :(

Here the maps folder from a ps2 mod to add the missing objects to PC (I don't know if is missing more objects), includes the Four Dragons lamps, the text from Four Dragons casino, The Visage sign, etc. I hope it will be useful because i don't find any map with the missing objects.

 

03:50

 

Edited by inadequate
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Thanks for posting the video again, it's nearly been a whole page since we last it. :p

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Some time ago I as aiming to port the PS2 map to PC (less trees, more clean and with some unique objects)

 

An example of R* laziness, one tree placed over another (the little one is the PS2 default)

 

x4dF5ml.jpg

 

 

With the maps folder from ps2 mod the tree is fixed.

 

rr34vs.jpg

Edited by inadequate
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Matias_Montanna

You can fix the Waypoints of the Peds? On PS2 are more waypoints for peds

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