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SilentPatch


Silent
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The Lucky Mole
43 minutes ago, gts. said:

What? That reply wasn't even for you. Or did you forgot to log out from your main account and switch to your second account to answer me? I lol'd.

 

EDIT:

Sorry for the off-topic Silent haha!

I was actually annoyed by that formatting and I'd sure criticise someone because of this. Well, not now.

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On 12/9/2019 at 2:22 PM, -Anti- said:

Could this be fixed?

 

 

https://gtaforums.com/topic/530575-tutcomponent-rules/?tab=comments#comment-1069507454

 

 

When using comprule 4fff in default.ide/vehicle.ide the 6th extra will never spawn.

 

 

When

 

I looked into this and apparently only VC and SA are affected. III does not have such a comprule.

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🎂 Happy Birthday SilentPatch! On December 29th 2013, the very first SilentPatch builds were released! 🎂

 

For this occasion, new builds have been released for GTA III, Vice City and San Andreas! For the first time the releases have received a name! Due to the amount of fixes related to coronas and lights, this release has been dubbed “The Corona Update”:

 

coronaupdate_bg.png

 

This time I put quite a bit of effort in nicely documenting changes, but forum's BBCode will never allow me to post something as fancy, and thus...

 

For details and a changelog, CLICK HERE to check a release post on my blog!

 

If you want to just download and play instead:

 

DOWNLOAD SilentPatchSA

 

DOWNLOAD SilentPatchVC

 

DOWNLOAD SilentPatchIII

 

Enjoy and see you in 2020!

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IPL Carry Over Glitch in San Andreas - The standard "text IPL" pickups for Extinguishers in fast food joints and Sniper Rifle near the Cropduster above the San Fierro Airport are only added to the map when a new game is started when the game has just started. These pickups are missing when a new game is restarted after loading a previous save.

 

This issue also effects unused sections in text IPLs, such as CARS and JUMP. This limits the usefulness of these seldom used modding strategies.

 

I have noticed no problems with car generators from binary IPLs. The issue appears to be limited to text IPLs.

 

Extinguishers: Burger, Pizza and (unused) Donut (gen_int5.ipl)

IPL pickups are type 2, they respawn quickly

Sniper (countryw.ipl)

_____________________________________

 

Added: I always considered these to be SCM issues but perhaps the SP can help...


Can the blocking radius of cargens be modified so the airstrip hunter and leviathan can spawn at the same time on a standard game?
Is there a way to stop the Bayside Vortex from ghosting into the bay and sinking when it spawns?

Edited by OrionSR
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3 hours ago, Silent said:

🎂 Happy Birthday SilentPatch! On December 29th 2013, the very first SilentPatch builds were released! 🎂

 

For this occasion, new builds have been released for GTA III, Vice City and San Andreas! For the first time the releases have received a name! Due to the amount of fixes related to coronas and lights, this release has been dubbed “The Corona Update”:

Well done!
Thanks for all the work that you've done and shared.

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8 hours ago, Silent said:

🎂 Happy Birthday SilentPatch! On December 29th 2013, the very first SilentPatch builds were released! 🎂

 

Enjoy and see you in 2020!

 You and Fastman92 and The Hero & Junior_Djjr & ThirteenAG is for me a hero 

 

 Thank you MASTER ❤️ 

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What a time to be alive and see this god sent update right here. Those fixed coronas, especially with the GTA3 firetruck looks so good.

Edited by gts.
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Hi,Silent, I'm from Russia, so I apologize for my English. In short, after the last update, I had broken shadows in San Andreas, although in the previous version everything worked, there was a large square of shadow around CJ that covered the rest of the shadows, I don't know why this happened. I have a Steam version, the latest version of SkyGFX, Project 2dfx, and a widescreen patch. Please help.

8lqQ_wieFoM.jpg

2kGbMjWuSWU.jpg

Edited by EbanumbaG
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16 minutes ago, EbanumbaG said:

Hi,Silent, I'm from Russia, so I apologize for my English. In short, after the last update, I had broken shadows in San Andreas, although in the previous version everything worked, there was a large square of shadow around CJ that covered the rest of the shadows, I don't know why this happened. I have a Steam version, the latest version of SkyGFX, Project 2dfx, and a widescreen patch. Please help.

8lqQ_wieFoM.jpg

2kGbMjWuSWU.jpg

Are you sure you don't have any other mod? I don't have that problem

 

Edited by Pirushu
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18 minutes ago, EbanumbaG said:

Hi,Silent, I'm from Russia, so I apologize for my English. In short, after the last update, I had broken shadows in San Andreas, although in the previous version everything worked, there was a large square of shadow around CJ that covered the rest of the shadows, I don't know why this happened. I have a Steam version, the latest version of SkyGFX, Project 2dfx, and a widescreen patch. Please help.

8lqQ_wieFoM.jpg

2kGbMjWuSWU.jpg

Particle.txd у тебя модифицированный, скорее из за этого. либо с 2dfx напортачил в настройках (его править надо, чтобы нормально использовать)

Edited by Maks_Grain4
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1 hour ago, Maks_Grain4 said:

Particle.txd у тебя модифицированный, скорее из за этого. либо с 2dfx напортачил в настройках (его править надо, чтобы нормально использовать)

Спасибо за ответ, но я уже просто silentpatch откатил до прошлой версии, и всё работает, мне там всё равно осталось немного пройти)

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12 minutes ago, EbanumbaG said:

Спасибо за ответ, но я уже просто silentpatch откатил до прошлой версии, и всё работает, мне там всё равно осталось немного пройти)

отключи в skygfx все динамические тени (кроме тех что исходят от персонажей). и всё будет гуд

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  • Bruh 1
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This is an English only forum, please use English.

image.pngut_dog.png   image.png

let your hopes and dreams turn into burning fire!

GTANet | Red Dead Network | kifflom 

black lives matter | stop Asian hate | trans lives = human lives

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1 hour ago, Spider-Vice said:

This is an English only forum, please use English.

Ok. I just explained to him in my own language. the error was skygfx

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On 28/12/2019 at 16:12, Silent said:

<font style=🎂"> ¡ Feliz cumpleaños SilentPatch! ¡El 29 de diciembre de 2013, se lanzaron las primeras compilaciones de SilentPatch! <font style=🎂">

 

Para esta ocasión, se han lanzado nuevas versiones para GTA III, Vice City y San Andreas. ¡Por primera vez los lanzamientos han recibido un nombre! Debido a la cantidad de correcciones relacionadas con coronas y luces, este lanzamiento se ha denominado "The Corona Update" :

 

¡Disfruta y nos vemos en 2020!

Amazing Silent! Thank you for contributing so much to the community! And very happy birthday to the patch :)

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Nice update. thx for implementng the fix for extra6.

 

It would be nice though if it was possible to disable the fix for the siren placement indvidually for each affected vehicle. otherwise there is no good option if using only some vehicles that account for the misplaced sirens.

 

and some other minor stuff about sirens.

1. the sirens on the dashboard (Rancher, Washington, Cheetah) arent visible from behind (also without silent patch). You can see them if looking through the windscreen (0 degrees) up until 90 degrees (like the side view) but looking at the siren from behind makes it invisible.

2. I know it's not the fault of silent patch but just to let you know. FBICarRandomiser also changes something about the sirens and the positions of the FBI Rachcher sirens remains the same when using it.

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1 hour ago, -Anti- said:

It would be nice though if it was possible to disable the fix for the siren placement indvidually for each affected vehicle. otherwise there is no good option if using only some vehicles that account for the misplaced sirens.

I considered it, but so far I am not sure how to do this without making the config file a total mess.

 

1 hour ago, -Anti- said:

1. the sirens on the dashboard (Rancher, Washington, Cheetah) arent visible from behind (also without silent patch). You can see them if looking through the windscreen (0 degrees) up until 90 degrees (like the side view) but looking at the siren from behind makes it invisible.

That's intended, although I guess the viewing angle could be a bit wider.

 

1 hour ago, -Anti- said:

2. I know it's not the fault of silent patch but just to let you know. FBICarRandomiser also changes something about the sirens and the positions of the FBI Rachcher sirens remains the same when using it.

That mod also tampers with sirens, so in a way it works perfectly as intended - SilentPatch notices that siren code for these vehicles has been tampered with and bails out gracefully, so there is no conflict.

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1 hour ago, Silent said:

I considered it, but so far I am not sure how to do this without making the config file a total mess.

 

the same way  [RotorFixExceptions], [DoubleRearWheels] and [LightbeamFixExceptions] are done I would suggest. Just have the fix disabled for the car whose ID is added to the ini. I mean the SA config file does not look like a mess to me...

 

thx for considering it in the first place btw.  :)

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3 minutes ago, -Anti- said:

[RotorFixExceptions], [DoubleRearWheels] and [LightbeamFixExceptions] are done I would suggest. Just have the fix disabled for the car whose ID is added to the ini. I mean the SA config file does not look like a mess to me...

While this technically makes sense, there are some technical obstacles for that I explained on Discord, so let me just copy it instead:

 

Quote

it's that in order to resolve that "ok, ID 555 is that vehicle" I would need to patch those way way way later
on process startup I just don't have this information available
THAT SAID, since sirens are hardcoded to ID's anyway I could map this myself
and assume that '400' is police car etc. etc. etc.
that is an option
so in other words, lie and don't ask for real vehicle ID's but for the ones I hardcoded

 

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@Silent: Okay, so I know it's a sin to request something from you because you work independently. I'll most likely be pelted with lots of sarcasm and insults after this post. Well, don't mind if I ask you to fix this:

23 hours ago, The Eddo said:

When the player wields a weapon, the player character uses the proper one-handed or two-handed movement animations intended for the weapon. When the pedestrians wield a weapon, no such thing happens. They just walk, run and sprint around as if they're holding nothing. It just looks so god-awful...

VCS has this fixed, so... why not III, VC and SA?

Edited by The Eddo
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53 minutes ago, miclin said:

Thank you. However, I'd like to see the aforementioned bug fixed with SilentPatch, and besides, it's much better to have all essential fixes under one roof instead of having so many separate fixes lying around everywhere.:)

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31 minutes ago, The Eddo said:

Thank you. However, I'd like to see the aforementioned bug fixed with SilentPatch, and besides, it's much better to have all essential fixes under one roof instead of having so many separate fixes lying around everywhere.:)

Its not a bug. It a non existent feature

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2 minutes ago, miclin said:

Its not a bug. It a non existent feature

It is a hole in the game's code, which must be SilentStitched.

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1 hour ago, Marsi4eg said:

It's scm-related, nothing to do with SP

Quote

    * Gym glitch ("You have worked out enough..." showing infinitely) has been fixed
    * Saving in Madd Dogg's mansion will no longer trigger the missing basketball glitch
    * Fixed an occasional softlock in Mountain Cloud Boys - the player will not freeze after arriving to the meeting
      anymore
    * Possible softlock in Sweet's Girl initial cutscene fixed
    * Quadruple Stunt Bonus now works correctly

ozrq8DS.gif

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