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SilentPatch


Silent
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I'll also add that some stats variables in SA are not reset either: max health progress, lung capacity progress, cycling progress, number of deaths before max health decrease. This leads to quicker upgrade of stats if starting new game while game is already in progress. Also variable that counts bullets hit in a row with particular weapon is not reset either, which only affects the time when stats box appears on the screen.

 

Located these - great!

 

Always the same thing... I was hoping for r26 to be a tiny release with only multimonitor-related fixes but apparently there is plenty of other stuff to fix :barf:

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I guess that PS2 build didn't have these escalator bugs?

HHnErXC.png


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I guess that PS2 build didn't have these escalator bugs?

It probably did but it's harder to trigger because of lower draw distance (and hence less objects appearing on screen).

 

 

 

 

 

CCarCtrl::TimeNextMadDriverChaseCreated

Aggressive drivers? :O

 

Haven't checked yet but doubt it. It's most likely related to that random police chase event. But hey, who knows.

Edited by Silent
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Hey ı just tried Frame Limiter with Silent Patch's lastest version and ı'm getting 30 FPS but game runs slowly, sometimes ı can feel that lag. How can ı get smooth, dynamic 30 FPS?

 

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Hey ı just tried Frame Limiter with Silent Patch's lastest version and ı'm getting 30 FPS but game runs slowly, sometimes ı can feel that lag. How can ı get smooth, dynamic 30 FPS?

 

This probably isn't the case. There isn't too much stuff which could make this 30FPS "slow".

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I guess that PS2 build didn't have these escalator bugs?

It probably did but it's harder to trigger because of lower draw distance (and hence less objects appearing on screen).

 

(...)

 

In my game I don't use draw distance set at maximum (I'm have it's meter maximum to half) so this might be helping I do not get crashes in areas with escalators pretty easy, unless I'm too close to them (if my character is at distance closer than 7-8 meters away from escalators themselves). Probably chance to crashing is bigger if you have draw distance set on more than half to maximum compared to the case when it's set to minimum or maximum 5-6 notches...

Edited by 65536
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http://prnt.sc/awwqnu

http://prnt.sc/awwtt3

http://prnt.sc/awwu8v

 

I noticed that after I recommenced the story mode of the game, even using the two options of "TwoPass", and disabling the alpha stuffs from the SkyGFX.ini, didn't solved the problem, which for some reason only happens at the cutscenes.

Edited by Vysio
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If you're using the cutscene vehicles fixed by JohnnyK, that's the problem.

In skygfx.ini, set dualPassVehicle=1 to dualPassVehicle=0 will fix that but be aware that there'll be repercussions, the window of the Hydra won't show up at all (if you're using the fixed one or PS2 one) for example.

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If you're using the cutscene vehicles fixed by JohnnyK, that's the problem.

In skygfx.ini, set dualPassVehicle=1 to dualPassVehicle=0 will fix that but be aware that there'll be repercussions, the window of the Hydra won't show up at all (if you're using the fixed one or PS2 one) for example.

 

Thanks for the help, even with the window problem, it's great to play again.

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SilentPatch

19 489 + 1995 - 69 = much lines of source code

one of the smallest projects for GTA!

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Nice things to come in the nearby future, thanks to @DK22Pac:

 

 

 

 

Two years since SilentPatch for SA got announced... how time flies :santa:

 

 

Some posts I wish I never wrote:

 

 

 

Any plans for release a fixes for GTA San Andreas?

Nope. For now not enough stuff I could fix.

 

That was said after the build 1 was released:

 

 

I have no plans on adding more fixes toit though.

Now we are on build 25 and the changelog has doubled in size since the first release... I should think twice before posting such statements, it seems.

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I should think twice before posting such statements, it seems.

GInputManhunt confirmed.

 

SilentPatchIV confirmed. VCS PCE alive again.

Edited by Tomasak
  • Like 4

HirLWl5.gif

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Damn man, how the times indeed flies and Silent still updates SilentPatch for III Era in the middle of 2016.

Only GTA III Era can do that. I wonder what will be in 2025 after SA released in 2005 for PC.

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@Silent, can the missing crane tops in VC / GTAIII? be restored via your patch without ruining the XYZ coordinates when you place it manually as a IPL / IDE? What I mean, is that because of the way I've fixed the crane for VC, it's slightly off centre instead of being placed directly on the crane base. It's either that or actually merging them together (if possible)

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"I should think twice before posting such statements, it seems."

 

You've did more than you expected, that's awesome :D

 

@Tomasak SilentPatchIV would be great, well, one can dream.

Edited by TrustedInstaller
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Silent can you also please look into language selection in US versions? They are missing the French, German and Italian

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HirLWl5.gif

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Hello, Silent!

I rememered one not very good thing about in-game Anti-Aliasing. It makes intro movies black :( It has always been like that. But once you improved AA I thought maybe you could fix that issue too? :blush:

Edited by uncaged
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Silent can you also please look into language selection in US versions? They are missing the French, German and Italian

http://www.gtagarage.com/mods/show.php?id=17043

 

Doesn't work with Modloader so stop it reposting everytime i ask

HirLWl5.gif

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If I recall correctly, the PAL copy (more specific the German version) of GTA III is censored. So, if the bat is useless in that version... how they passed the 'Rumble' mission? Someone know?

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If I recall correctly, the PAL copy (more specific the German version) of GTA III is censored. So, if the bat is useless in that version... how they passed the 'Rumble' mission? Someone know?

Replace the bat into a woodstick. So the touchy Germans will shut the hell and you can finish the mission.

 

j/k

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Question about the SA version of SilentPatch. Could you put back the option to enable/disable dual rear wheels? If so, maybe you could put it in and have it expections, like the Rotor Blur feature in the patch?

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Question about the SA version of SilentPatch. Could you put back the option to enable/disable dual rear wheels? If so, maybe you could put it in and have it expections, like the Rotor Blur feature in the patch?

You can already do this in handling.cfg

It's the DOUBLE_RWHEELS flag.

Edited by Blackbird88
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If you want PS2 reflections why don't you use SkyGFX ?

Or you know...get the...rotten potatoe, when the dino's were still living and thriving....?

 

 

PS2 console

 

Edited by SilverRST
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