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SilentPatch


Silent
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Since GIF logos are now cool and hip, I proudly present a brand new modification logo:

 

 

z1iWglg.gif

Edited by Silent
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This cookie is glitched. It didn't have a pleasant color for the eyes. More time in the oven should fix this.

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So, I take it as SilentPatch will be developed even further?

 

Since as I heard Silent isn't very active these days?

Edited by dkluin
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3 scenarios where silentpatch will no longer be developed

 

1 - Fix everything up to a point of not having any more fixes to apply (less likely)

2 - Reach a point of not knowing how to fix remaining issues

3 - Got bored/busy with something else (more likely)

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wink wink

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hey, Silent! can you fix a little bug, when in 1.0 version player always picking up police nightstick? i mean, if you walk with chainsaw, for example, and kill cop, you will pick up his nightstick without asking. in 1.01 this bug fixed

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hey, Silent! can you fix a little bug, when in 1.0 version player always picking up police nightstick? i mean, if you walk with chainsaw, for example, and kill cop, you will pick up his nightstick without asking. in 1.01 this bug fixed

That's because the melee weapon's (chainsaw in your case) ammo is 0. If you used the Weapon cheats 3 (UZUMYMW/NUTTERSTOYS) to spawn it, I'm 100% sure it's because the game gives you the chainsaw with '0' ammo:

v0 = FindPlayerPed(-1);CPed::GiveWeapon(&v0->__parent, WEAPONTYPE_CHAINSAW, 0, 1u);

Changing the 0 to 1 fixes your problem.

And IIRC game checks for your current weapon's ammo is 0 or not to whether show or don't show (and replace the weapon too) the help message asking for "Press LB to replace weapon in this slot...". ;)

 

A temporary fix would involve some memory editing:

.text:00438B9F 004 6A 00                                         push    0               ; nWeaponAmmo

Changing the 0 to 1 fixes this issue. If you don't have any clue what the above thing is, you can use CheatEngine and edit 438BA0 to 1 (Byte).

1No4sLAI.png

Edited by iFarbod
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hey, Silent! can you fix a little bug, when in 1.0 version player always picking up police nightstick? i mean, if you walk with chainsaw, for example, and kill cop, you will pick up his nightstick without asking. in 1.01 this bug fixed

Interesting... something to include in r27 then :) r26 is finalized already and will be up really soon!

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hey, Silent! can you fix a little bug, when in 1.0 version player always picking up police nightstick? i mean, if you walk with chainsaw, for example, and kill cop, you will pick up his nightstick without asking. in 1.01 this bug fixed

Interesting... something to include in r27 then :) r26 is finalized already and will be up really soon!

 

Which means release date is April 1st 2032. R*'s Vision of in a few weeks or so.

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Which means release date is April 1st 2032. R*'s Vision of in a few weeks or so.

You have a problem with that?

 

this is my imagination

 

this is my vision

 

if you dont like it

 

ignore it.

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oshi 3rd Dan Houser appeared

HirLWl5.gif

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Which means release date is April 1st 2032. R*'s Vision of in a few weeks or so.

You have a problem with that?

 

this is my imagination

 

this is my vision

 

if you dont like it

 

ignore it.

 

1635vr.jpg

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Hey there! I said the next release will be up soon, so there it is!

 

This release features those fixes mostly thanks to two people - @Nick007J who pointed out III/VC issues as well as SA escalators crash and LonesomeRider who spent days debugging SA car explosion crash together with me - thanks to him, the crash is now finally fixed!

 

 

SA version changelog - one fix (advanced display options crash) is backported from 1.01:

 

 

  • 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

 

VC version changelog:

 

 

 

  • 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

 

 

III version changelog - no-CD fix is shared with CLEO:

 

 

 

  • 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
  • The game will not ask for a CD when all audio files are copied to the disk anymore

 

 

On top of those fixes, SilentPatch now features an inbuilt SilentBlock™ extension. Is your game haunted by annoying pop-ups? Thanks to sophisticated SilentBlock™ technology your game will now be free of ads!

 

 

Enjoy!

http://www.gtagarage.com/mods/show.php?id=25368

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What about this one? I know, it's minor, but fixable at least?

Funny-odd bug: if there's a bicycle placed near fire (caused by some weapon, explosion, etc.), CJ will be on fire even if he quite far of it.

There's a vid quite showing this on Mountain Chiliad, although this happens with every bicycle

 



EDIT: Oh new build, thanks Silent!

Edited by PavelOs
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What about this one? I know, it's minor, but fixable at least?

Haven't tested yet - looks very odd though. Might be worth investigating at some point!

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What's the point?

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So this was fixed for III/VC, right?
Is it going to be fixed in SA?

More proposed tweaks.
1) All trilogy games contain same ambulance and firetruck generating error. Variables CCarCtrl::LastTimeAmbulanceCreated and CCarCtrl::LastTimeFireTruckCreated are not reset during loading of the game. This leads to a possible bug: load a savegame, kill a few people or create fire. When ambulance/firetruck arrives, load earlier save game. No matter how many people you kill/create fire, no Ambulances/Firetrucks will appear (until timer reaches value from gameplay on old save file or until game is restarted fully or new game is started).

 

I dont quite understand what is going on there, but something is still wrong with firetrucks/ambulances in SA and they are still coming rearly or dont come at all in the cities.

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