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SilentPatch


Silent
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Well newsteam does require redists so this is actually a good thing... one issue less.

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Well newsteam does require redists so this is actually a good thing... one issue less.

#RockstarPatched

 

pogchamp_by_twitchkreygasm-d81hs8a.png

 

I wonder if they will update it to the beta branch soon... (Inb4 even more cut content and restrictions)

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Does this bug need fixed: If I hit only 1, 2... car's wheel(s) to the spike (doing mission Puncture Wounds or using Cop Spikes mod) then ALL 4 wheels are affected (deflated together)?

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I'm not sure but those may be handled by SCM - so no.

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Sorry for the off-topic, but I am going to buy a Second Edition (v2) copy for PC of San Andreas. What's the differences? It is unmoddable, includes v1.01 fixes and doesn't have hot coffee, right?

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If you want to stay legal, I think the best way would be to buy the game on Steam, download it and then replace the files with ones from the retail version you can find on the internet, and use hoodlum's executable.

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Un-modable, no hot-coffee, unused pay-'n-spray totally removed, some difference in the barriers and clean cars feature are some of the differences of V2. There are probably some more things but these were the ones posted about in a topic here at gtaforums.

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If you want to stay legal, I think the best way would be to buy the game on Steam, download it and then replace the files with ones from the retail version you can find on the internet, and use hoodlum's executable.

I have a v1 copy already, I only want a v2 copy to have it.

 

Un-modable, no hot-coffee, unused pay-'n-spray totally removed, some difference in the barriers and clean cars feature are some of the differences of V2. There are probably some more things but these were the ones posted about in a topic here at gtaforums.

If you can link the thread I will appreciate it. Anyway the differences isn't so amazing, only the unmoddable "feature" it is the interesting one for me.

 

EDIT: Nevermind.

Edited by gts.
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I'm not sure but those may be handled by SCM - so no.

But it seems that SP supposes to modifies the scm for e.g Gym & Baseball Glitches Fix...

As I spent some more time playing VC and I can confirm VC not has this bug as a cop drops a spike on my runway and it only breaks which tire(s) of my car hit to it.😉

Edited by Minhkute360
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VC's spike strips aren't handled by the SCM.

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Gym glitch fix doesn't actually touch SCM at all and all the other fixes are equivalent to changing a single line in SCM source. This would require far more changes.

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Silent, your patch has long been popular and well-known, so I am very interested - have you ever been contacted by R* represantatives ? May be someone who introduced himself as R* employee expressed his opinion about your work ?))

P.S. This question also applies to @The Hero with SkyGfx.

Edited by TWIST_OF_HATE
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Assuming War Drum doesn't count as R* representatives (they are involved but they are not R*), no.

 

The closest I got to an official acknowledgement was a 5-minute long follow on Twitter from the official R* account lol.

Edited by Silent
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Rockstar are venomous about stooping so low that they have to admit they need pathetic modders work.

 

They even prevent contracts from using it too, War Drum have long known about SilentPatch and other mods, but, under strict instructions they can not include any outside work from modders.

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Memes aside, aint it probably Take 2 being the cock blocker between R* and modders?

HirLWl5.gif

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I do believe War Drum used our debugging of the hanim bug (aka streaming bug) for their 64 bit port :)

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I already got my copy of San Andreas v2 (v2.00) for PC, but it is annoying play it with the DVD in the drive. So...

 

Is it possible that someone can do a No-CD for v2.00 or already exists one? I can help with the EXE file.

 

Edited by gts.
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I do believe War Drum used our debugging of the hanim bug (aka streaming bug) for their 64 bit port :)

the 64 bit port. Second time i hear abt this

So what's this 64bit port? Where it was/will be released and when

HirLWl5.gif

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They could release it on steam, with fixed physics tied to framerate

and with LCS and VCS.

in dreamland only tho :(

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HirLWl5.gif

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I do believe War Drum used our debugging of the hanim bug (aka streaming bug) for their 64 bit port :)

While it'd be very nice, I doubt it - unless they revised the code after you released the docs.

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New update! It's been a while, but a new build for San Andreas is now out.

 

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

 

For the first time a fix has been removed - the game does not cap itself to 1000FPS anymore. It proved itself to be far too unreliable to be worth keeping.

 

New features:

 

  • Possible softlock in Sweet's Girl fixed
  • IMGs bigger than 4GB are now handled properly
  • Fixed an AI issue where enemies became too accurate after the player has been in the car earlier
  • 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
  • Alt+F4 now works properly
  • Fixed ambulance and firetruck dispatch timers - they reset on New Game now
  • Some car panels now swing after car's explosion (like they were meant to be but the code forcibly fixed them immediately after damaging)
  • Car generator counters now work properly for generators with fixed amount of spawns (none exist in vanilla game as far as I can tell)
  • Script sprites now have linear filtering applied (makes casino cards and arcade games far less pixelated)
  • Quadruple Stunt Bonus now works correctly
This version also saw lots of internal changes onboard, such as updated libflac and lots of code refactors (for example coloured zone names now have a bit more vibrant colours). Plus a new INI option - DoubleRearWheels INI section allowing to forcibly enable or disable DOUBLE_RWHEELS flag for specific vehicles.

 

 

ASI is now also future proofed for TAG's modupdater! Once released, modupdater will automatically swoop GTAGarage for an updated mod version :)

Edited by Silent
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I don't see any mention to the number of lines of code on this mod. Without such a basic info, how could I evaluate it?

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Build 28 - 20739 lines (that includes code and project files etc)

Build 27 - 19969 lines

 

Do note build 28 contains plenty of new metadata to please antiviruses more (rename to DLL to see it) so it's not necessarily code which made it have more lines.

 

There is a noticeable difference in file sizesthough:

Build 27 ASI - 248KB

Build 28 ASI - 222KB

Edited by Silent
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New SilentPatch? And I can get it automatically straight to my door all over from Poland? Yes please.

Q6gRIlw.png

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