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Silent

SilentPatch

Recommended Posts

The Lucky Mole
1 minute ago, Silent said:

That only seems to prove that "jetpack" control scheme doesn't have those bound - binding to Q/E would presumably be fairly easy, but I have doubts whether it's convenient.

No matter the controls, I'd like the hover feature back in.

  • Like 1

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ThirteenAG

Just make it hover while aiming a weapon, should suffice.

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The Lucky Mole

I vote hover = q + e. That would be the logical thing to do, regarding PS2 controls.

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El'azar
On 11/25/2019 at 5:10 AM, Silent said:

That only seems to prove that "jetpack" control scheme doesn't have those bound - binding to Q/E would presumably be fairly easy, but I have doubts whether it's convenient.

Hey sorry to be bothering you but for some reason my skin's textures are buggy with ped illumination by dk22pac. I was wondering if this can be fixed with silent patch because i want to add normal maps to the skin but normal maps dont work with ped illumination. https://imgur.com/a/422JIqg btw the model has 100k polygons

Edited by El'azar

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Silent

How could I fix an issue with another mod? Report it to DK22.

  • Like 1

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The Lucky Mole
1 hour ago, Silent said:

How could I fix an issue with another mod? Report it to DK22.

Lol, good luck with that.

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El'azar
2 hours ago, Silent said:

How could I fix an issue with another mod? Report it to DK22.

Sorry I thought that if his ped spec fixes bugs maybe it has something to do with the rendering in the san andreas engine and it could have been implemented to silent patch

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bedrockboyo

can this help fix that crash on visual car spawner and all others?

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Noskillx
21 hours ago, Silent said:

How could I fix an issue with another mod? Report it to DK22.

@bedrockboyothere, you have an anwser right above, This mod is fixing the game, NOT other mods. 

Edited by Noskillx

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Silent

On top of that, I don't even have a clue what mod or what crashes are you talking about.

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007Ripper
4 hours ago, Silent said:

On top of that, I don't even have a clue what mod or what crashes are you talking about.

Sir can you bring back two pass rendering to fix alpha ? Skygfx crashing aloot and not compatible with shadow ini extender.

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Silent
3 hours ago, 007Ripper said:

Sir can you bring back two pass rendering to fix alpha ? Skygfx crashing aloot and not compatible with shadow ini extender.

 

Why? SkyGfx take on two pass is better and mine should not be used - if you have problems with SkyGfx, report it there. I won't bring those back.

  • Like 2

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Junior_Djjr

El'azar explained this in a confusing or/and wrong way. The problem he's experiencing happens without Ped Spec, it's a vanilla game bug — but only with custom models. The comparison image he shows the inverse.

 

Looks like it's the same problem as when you convert character mobile hands, they get distorted, and for some reason Ped Spec fixes the problem.

 

The best thing to do is to understand how Ped Spec fixes this and apply the fix in a separate mod or something, because Ped Spec is incompatible with several mods.


...including this fix in SilentPatch is another matter btw.

Edited by Junior_Djjr

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thehambone
Quote

(from GTA3/VC/SA todo list) Correct CPlayerInfo assignment operator

Just out of curiosity, what's the problem with the CPlayerInfo assignment operator?

 

Edited by thehambone
  • Like 1

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Wesser

Don't know if that memo already covers this, but HOODLUM's crack and so do @listener's compact executable break something in CPlayerPedData::operator=. The following instructions are wholly cut off at 0x01561D4C/0x0045C50C:

 

Spoiler
;push    esi
xor     edx, [ecx+34h]
and     edx, 1
xor     [eax+34h], edx
mov     esi, [eax+34h]
mov     edx, [ecx+34h]
xor     edx, esi
and     edx, 2
xor     edx, esi
mov     [eax+34h], edx
mov     esi, [ecx+34h]
xor     esi, edx
and     esi, 4
xor     esi, edx
mov     [eax+34h], esi
mov     edx, [ecx+34h]
xor     edx, esi
and     edx, 8
xor     edx, esi
mov     [eax+34h], edx
mov     esi, [ecx+34h]
xor     esi, edx
and     esi, 10h
xor     esi, edx
mov     [eax+34h], esi
mov     edx, [ecx+34h]
xor     edx, esi
and     edx, 20h
xor     edx, esi
mov     [eax+34h], edx
mov     esi, [ecx+34h]
xor     esi, edx
and     esi, 40h
xor     esi, edx
mov     [eax+34h], esi
mov     edx, [ecx+34h]
xor     edx, esi
and     edx, 80h
xor     edx, esi
mov     [eax+34h], edx
mov     esi, [ecx+34h]
xor     esi, edx
and     esi, 100h
xor     esi, edx
mov     [eax+34h], esi
mov     edx, [ecx+34h]
;push    edi

 

 

Edited by Wesser
  • Like 5

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Silent
On 11/29/2019 at 3:25 AM, Junior_Djjr said:

El'azar explained this in a confusing or/and wrong way. The problem he's experiencing happens without Ped Spec, it's a vanilla game bug — but only with custom models. The comparison image he shows the inverse.

I'm still confused. Is this about models looking somewhat blocky? I would assume it's a problem with how normals are exported, and maybe Ped Spec changes the way game uses them.

 

On 11/29/2019 at 7:24 AM, thehambone said:

Just out of curiosity, what's the problem with the CPlayerInfo assignment operator?

I had this noted down but I think forum upgrade killed the link - toggling Replays disables recruiting, and this function is to blame.

 

21 hours ago, Wesser said:

Don't know if that memo already covers this, but HOODLUM's crack and so do @listener's compact executable break something in CPlayerPedData::operator=. The following instructions are wholly cut off at 0x01561D4C/0x0045C50C:

Very interesting! Could be exactly the missing thing, I'll need to also compare against Steam/RGL/3.0 releases later.

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Junior_Djjr
8 hours ago, Silent said:

I'm still confused. Is this about models looking somewhat blocky? I would assume it's a problem with how normals are exported, and maybe Ped Spec changes the way game uses them.

Looks like UV distortion

00001+-+Copia.jpg

But I think it's related to mesh itself.

 

He should do more testing, export other models in the same way, try to do something like poly reduction on this same model, try some miscellaneous tools related to normals, I don't know. But mobile hand cutscene characters, hands get distorted if you don't use PedSpec, and it's probably the same problem with this one.

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RegistaG

not sure if this is the best thread to post, but found out today that if you play an f1 replay when the spikestrips are out, they dont work anymore

 

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Marsi4eg

Does this really needs fixing? Toggling replay also can fix damaged vehicle components when they're open (doors, bonnet, boot) but it's a kind of interesting 'feature'

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Inadequate
12 hours ago, RegistaG said:

not sure if this is the best thread to post, but found out today that if you play an f1 replay when the spikestrips are out, they dont work anymore

Just disable the replay system, it's utter trash on every 3d era gta.

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BayuSumardi

GTA SA: Is there a way to reduce/fix the lag while enabling Anti Aliasing? or is it a common Renderware flaw?
It always bugs that no matter how good your graphic card/CPU is, it always lag.

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The Lucky Mole
1 hour ago, BayuSumardi said:

GTA SA: Is there a way to reduce/fix the lag while enabling Anti Aliasing? or is it a common Renderware flaw?
It always bugs that no matter how good your graphic card/CPU is, it always lag.

Maybe force AA using your graphic's card software? That's what I do.

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LaDiDa
2 hours ago, BayuSumardi said:

GTA SA: Is there a way to reduce/fix the lag while enabling Anti Aliasing? or is it a common Renderware flaw?
It always bugs that no matter how good your graphic card/CPU is, it always lag.

I can run the game with 4xsgssaa by enhancing in-game msaa through nvcp. However msaa and the like have huge performance impacts no matter what and reduces frame rates significantly which reduces responsiveness due to those lower frame rates.

 

Old games also scale less then optimal with new hardware.

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WarButler

I've noticed a small feature on the PS2 version. The coronas of the street lights rotate as they get closer to the camera. It's subtle but it's a nice little effect. Perhaps this could receive the Silent treatment? :)

 

Apologies if this is already known, but I haven't seen it mentioned before.

 

I was playing the game through the PCSX2 emulator, using my original game disc (The PAL version, if that makes any difference)

 

 

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Silent
9 minutes ago, WarButler said:

I've noticed a small feature on the PS2 version. The coronas of the street lights rotate as they get closer to the camera.

Interesting! Is this really not working on PC though?

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Pirushu
57 minutes ago, Silent said:

Interesting! Is this really not working on PC though?

I just checked, and it's true, on PC it doesn't work 

 

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WarButler
1 hour ago, Silent said:

Interesting! Is this really not working on PC though?

Yep! It doesn't happen on PC. I tested an unmodded, downgraded version of the game and the coronas were static. Though I couldn't test my modded versions because for some reason they've all stopped working at the same time... But I have definitely never seen it before, which is why it caught my eye when playing the PS2 version.

 

 

 

Edited by WarButler
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Silent
1 hour ago, WarButler said:

Yep! It doesn't happen on PC.

Wow, that's nice! I'm pretty sure this effect works in III/VC on PC, can you please check?

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Inadequate

I've never noticed this before. Nice find. :O

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gts.

Interesting. Does this rotating coronas thing work as it should on III/VC PC? Is it even present on those games? I can't test right now.

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