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Silent

SilentPatch

Recommended Posts

Wolf!

thank you for updated.

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Silent

I figured it out thanks to a crash dump from @Marsi4eg - it's a very obscure conflict between SP and GI which occurs only when GInput loads after SilentPatch - in this case, SP was loaded by Ultimate ASI Loader and GInput was loaded from mss folder.

 

SP actually does nothing wrong here, so I can't update it to fix it - I will have to update GInput instead with a hotfix.

 

So far I identified VC is affected, but III may or may not have the same conflict.

EDIT: GTA III is unaffected!

Edited by Silent

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Marsi4eg
44 minutes ago, Silent said:

SP actually does nothing wrong here, so I can't update it to fix it - I will have to update GInput instead with a hotfix.

That's really weird. Curious why didn't it happen with older SP builds.

 

And one little question - I forgot: native asi loader (mss) loads plugins earlier of later than UAL?

AFAIR mss loads earlier so that GI must be in mss, to work on intros. Right?

 

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Silent
Just now, Marsi4eg said:

Curious why didn't it happen with older SP builds.

Metric/imperial changes were introduced in this build.

 

mss loads plugins way later than UAL, else using UAL in III/VC would be pointless.

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Marsi4eg

Ok, so it's completely opposite. Then the new question - why GI doesn't work on intro movies if the plugin is placed elsewhere (root/scripts) to be loaded by UAL? 🙄

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Silent
1 minute ago, Marsi4eg said:

Then the new question - why GI doesn't work on intro movies if the plugin is placed elsewhere (root/scripts) to be loaded by UAL? 🙄

I don't know. With GInput not loaded by UAL you are skipping intros with stock pad support, I have not investigated as to why GInput can't do it yet.

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NativeX

@Silent Is there any way to bring back the reflections on blown up vehicles with Visual FX Quality? This is not a request. And if it cannot be done, that is no problem.

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Silent

Bringing back bugs even Rockstar fixed themselves in later releases? No, thanks.

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NativeX
57 minutes ago, Silent said:

Bringing back bugs even Rockstar fixed themselves in later releases? No, thanks.

Your reply does not answer the question above. We are still on v1.0, not v2.0 or v3.0.

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Silent
5 minutes ago, NativeX said:

Your reply does not answer the question above. We are still on v1.0, not v2.0 or v3.0.

The entire point of SilentPatch is to fix issues, no matter if those were found by Rockstar or not. In this case Rockstar itself found it and we were able to find what exactly went wrong, and so SP backports this fix to 1.0. So no, you cannot disable it, just like any other fix included.

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NativeX
1 minute ago, Silent said:

The entire point of SilentPatch is to fix issues, no matter if those were found by Rockstar or not. In this case Rockstar itself found it and we were able to find what exactly went wrong, and so SP backports this fix to 1.0. So no, you cannot disable it, just like any other fix included.

It is understandable, we appreciate your hard work!

 

Don't get me wrong, I am not disappointed with your patch. It helps a lot with the FPS and frames being fixed. And also, the complexity of Windows 10 has been a nightmare with high refresh rates and GTA San Andreas, which once again your patch obliterates these problems. Thank you.

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urbanman2004
On 9/22/2019 at 9:42 AM, Silent said:

Hello! Rockstar surprised everyone by releasing Rockstar Games Launcher earlier this week, and also offered a free copy of San Andreas for everyone who installs it!
Curiously, this seems to be a brand new version, and SilentPatch sadly did not support it - until now!

All three GTA's receive new fixes today, but do note that only San Andreas requires an upgrade in order to work with the Rockstar Games Launcher version.

 

Since apparently I'm extremely lazy, I am going to link to my blog for changelogs and the rest of the post:

https://cookieplmonster.github.io/2019/09/22/silentpatch-rgl-support/

 

As always, head to Mods & Patches to download the newest versions:

https://cookieplmonster.github.io/mods/gta-iii/#silentpatch
https://cookieplmonster.github.io/mods/gta-vc/#silentpatch
https://cookieplmonster.github.io/mods/gta-sa/#silentpatch

You the freaking man

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CanerKaraca

Is SilentPatch includes Multi-Sampling Fix ?

 

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Marsi4eg

Yes

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Exploderos

never mind, i fixed it

Edited by Exploderos

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maxim444

I have a minor bug\oversight by rockstar if you are willing to fix or look into it :) : While as a passenger in a car\bike and you use an Uzi for example....the fire rate is a lot slower than using this gun on foot\while doing 'drive by' . For example in missions like Just business and End of the line. Must be a mistake by rockstar 

Edited by maxim444
cuz

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栗山明子
12 hours ago, maxim444 said:

I have a minor bug\oversight by rockstar if you are willing to fix or look into it :) : While as a passenger in a car\bike and you use an Uzi for example....the fire rate is a lot slower than using this gun on foot\while doing 'drive by' . For example in missions like Just business and End of the line. Must be a mistake by rockstar 

Well, it's scripted from the game. It's not a bug, you can edit it somewhere in "data". I think it's "weapon.dat".

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maxim444
46 minutes ago, 栗山明子 said:

Well, it's scripted from the game. It's not a bug, you can edit it somewhere in "data". I think it's "weapon.dat".

an oversight then i guess...also can't seem to find the line to change the fire rate .any help ?

Edited by maxim444

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栗山明子
3 hours ago, maxim444 said:

an oversight then i guess...also can't seem to find the line to change the fire rate .any help ?

I would, but it kinda broke the balances of the game. How would people enjoy the game if they always suffer by drive-by because of fire rate insanity?
And it's out of topic from the Silentpatch.

Anyway, どう致しまして

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maxim444

I just want to make the fire rate equal...nothing more. Also wasnt talking about a drive by 

Edited by maxim444

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Dibby

So I downgraded the rockstar launcher version of SA and SP isn't preventing the intro splashes, and the lag spikes from the frame limiter seem to be back. Everything was working fine with SP before I downgraded.

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maxim444

found another small bug : saving a car with nitro in a garage eventually gets rid of it (the boost inself disappears not the tanks)

Edited by maxim444

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boludoz

Bug: the dodo walks very slowly in the water.
 

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Ash_735
1 hour ago, boludoz said:

Bug: the dodo walks very slowly in the water.
 

AmusedAgileDamselfly-small.gif

 

Your FRAME LIMITER, ...it is, ...OFF, correct?

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LaDiDa

And not even installed framerate vigilante either, since that would've fixed that particular issue (for 60 fps at least).

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Razor_Vermillion
On 10/14/2019 at 12:47 PM, maxim444 said:

found another small bug : saving a car with nitro in a garage eventually gets rid of it (the boost inself disappears not the tanks)

Oh wait? That's a thing?

I hope the god i didn't lose all my nitros in my cars! that would be horrible.

Are you sure that there isn't another mod that causes this to happen? I haven't really noticed losing nitros in my garages before.

Edited by Razor_Vermillion

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maxim444
5 hours ago, Razor_Vermillion said:

Oh wait? That's a thing?

I hope the god i didn't lose all my nitros in my cars! that would be horrible.

Are you sure that there isn't another mod that causes this to happen? I haven't really noticed losing nitros in my garages before.

Yeah....it happend alongside losing paintjobs but Silent fixed the latter

Edited by maxim444

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maxim444

Why does the micro uzi fire alot faster in a drive by then on foot makes no sense

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栗山明子
8 minutes ago, maxim444 said:

Why does the micro uzi fire alot faster in a drive by then on foot makes no sense

Because of the damn script! Please stop asking this.
Ask R* why they made micro uzi fire a lot faster in a drive-by for all GTA 3D universe.

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