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SilentPatch


Silent
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Eh, the shader somehow broke fading in when the model loads.

 

Not a big deal though. Now it looks kinda IV-like :p

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And somewhere rockstar stated that planes crashing is a bug that they thought was cool so they kept it...

random nta fact on the bug: it's probably related to a 'sector number' for a collision check not being passed properly... the game has a grid of sectors in which objects get placed, every 100 meters or so; however IIRC R* forgot to convert the sector coordinate for one of the components -- normally it'd be ((Y / 100) * TotalWidth) + (X / 100), but they forgot the division and therefore the sector number became way out of range, this ends up in the collision test always* returning 'no collision', except possibly in some case where you're at the edge of the sector grid

 

and thats why we love ya :p

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Such as?

You see through stuff you're not supposed to see through.

 

 

Maybe you can "optimize" it a little more? I mean, I'm probably being a bitch complaining about this and telling you how you should do things, but seeing alpha bug is the biggest bug on SA, and you have a big possibility to fix it for good, well... a closer look wouldn't hurt

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Such as?

You see through stuff you're not supposed to see through.

 

Maybe you can "optimize" it a little more? I mean, I'm probably being a bitch complaining about this and telling you how you should do things, but seeing alpha bug is the biggest bug on SA, and you have a big possibility to fix it for good, well... a closer look wouldn't hurt

 

It isn't really a fix, the alpha bug still pretty much happens except you can't see it on static objects with alpha textures, it'll still cause disappearing windows and other crap like that. But yeah, the only thing that shows through the textures with alphas are stuff like effects, that's the only problem.

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a closer look wouldn't hurt

...

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Things are a little, hrm, silent around here today.

GTA V all the way, yo.

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Things are a little, hrm, silent around here today.

GTA V all the way, yo.

 

R* vision at its finest.

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Eh, the shader somehow broke fading in when the model loads.

Fixeed!

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Ok, since Silent is mostly into engine stuff fixes, could somebody give me a link with proper maps and vehicle fixes (like ligtning) or really minor fixes, that Silent isn't into?

I'll be pleased :)

 

-----------------------------------------------------------

 

And Silent - keep up and goodwork out there, really!

 

Man, this game is practically 10 years old (9 on PC) and people love it so much that most revolutionary fixes and mods are from 2013 and 2014!

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It's funny that I play San Andreas, a game released in 2004/2005, more than games I play on my PS3. San Andreas never gets old, and when Silent finishes his 'Patch, it'll add an extra year at least in terms of gameplay. :lol:

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Who would've thought of it....

A game would have a REAL and decent patch after 10 freakin years of its release...

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GTA SA has been improved to its core. Look at all the nice scripts/mods made in 2013, like thr project_2dfx and ImVeFt and lots of nice scripts/mods.

I never have thought we could have street lights like in GTAV in GTA SA. Playing with that is absolutely boring and I can't play without.

The distance changer is also very nice done. The first time I played GTA SA was in September 2006 and untill today I still love it and still play it.

One of the best GTA games!

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You used a shader to improve the NVC fading. Can the same be done to smooth the sky gradients?

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Can the same be done to smooth the sky gradients?

No idea, but the technique wouldn't be the same. NVC CAN be smooth without a shader too but it could have affected the performance.

Edited by Silent
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Does the GTAIII fix still cause freeze when you die in Steam version? I added your fixes to pcgamingwiki some time ago and I'm not sure if you fixed it.

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Does the GTAIII fix still cause freeze when you die in Steam version? I added your fixes to pcgamingwiki some time ago and I'm not sure if you fixed it.

Yep, the fix will arrive together with SA version and an updated VC version.

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Can the same be done to smooth the sky gradients?

No idea, but the technique wouldn't be the same. NVC CAN be smooth without a shader too but it could have affected the performance.

 

 

There's a enb to fix sky gradients, but it add 2 tons of useless effetcs and f*cks up with anti aliasing. Maybe you can grab the technique used by the enb.

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Is there any way you can make the moon not stupidly oversized? It kinda kills San Andreas' "beauty" with a gigantic moon in the sky... :pp

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Silent, what does it mean about the sky gradients? I asked it in a timecyc topic but it is kind of the same question, gradients in timecyc and so on.

Does that mean the dark greenish envoirenments. And can be something done about the night sky being so ugly dark greenish?

I don't understand why the daytime looks really nice, timecyc mods makes the daytime much more beautfiful but the night always stay ugly.

It's like it transforms from 32bit to 16bit. You can even count ho many lines there are in the night sky. And there seems not a single value affecting it.

Change it to 0, 0, 0 for really black, nope, still the ugly sh*tty green. Is this so kind of odd PC optimisation?

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Is there any way you can make the moon not stupidly oversized? It kinda kills San Andreas' "beauty" with a gigantic moon in the sky... :pp

Dude,just shoot it with a sniper :p

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Is there any way you can make the moon not stupidly oversized? It kinda kills San Andreas' "beauty" with a gigantic moon in the sky... :pp

It can be done with a mod:

 

 

KJNAhd6.jpg

 

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Dude,just shoot it with a sniper :p

Yeah, but even at its smallest size it looks a bit crappy :lol:

EDIT: Silver, WHAT MOD IS THAT? THAT MOON LOOKS BRILLIANT!

Edited by SergeantSavidge
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Silent, what does it mean about the sky gradients?

I guess it's this:

QcJHbznl.png

 

BTW, if somebody didn't see this:

rkhiVTUl.jpg

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Your game already has it, it just needs SilentPatch to re-activate them. ;)

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