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SilentPatch


Silent
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Aristotel2003
5 hours ago, ChubbyB0b said:

Do you have some specific goals/plans for the next release?

From I knew it was mentioned In the Checklist, there was the Fender Ketchup problem to be fixed 
Anything else, not so certain. 

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There's supposed to be comments from CJ, when he kill someone. But it is broken. It only works with joypad in the settings.

What about fixing it?

 

Saw it from here:

 

Edited by Davve95
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SprunkieMonkey

@Silent

What do you think about this thing?

1.

Quote

I noticed that when CJ is riding Quadbike on high speeds his jacket never bounces like on bikes or in roofless cars.

I guess R* forgot to add this to quadbike's class, so  this thing probably cannot be fixed by editing handling.cfg

2. also i find it strange that when CJ aims with minigun, Country Rifle or sniper and police and civilians don't care about him, while other weapons work fine. Maybe there is some error in the code?

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How do I solve this crash? It has been happening to me after playing SA: MP for some minutes.

 

Quote

Registers:
EAX: 0x00000000    EBX: 0x00000040    ECX: 0x00000001    EDX: 0x00000000
ESI: 0x77D9087C    EDI: 0x102D1A78    EBP: 0x0177F2CC    ESP: 0x0177F1CC
EFLAGS: 0x00210202

Backtrace:
0x007F5A3A in gta_sa.exe
0x00756D25 in gta_sa.exe
0x0075773B in gta_sa.exe
0x00805769 in gta_sa.exe
0x007491E4 in gta_sa.exe
0x007336DC in gta_sa.exe
0x5B657ED7 DisableStockVehiclesForSpecialVehicleFeature+0x3837 in SilentPatchSA.asi+0x7ED7
0x5B657C88 DisableStockVehiclesForSpecialVehicleFeature+0x35E8 in SilentPatchSA.asi+0x7C88

ASI plugins:
audio.asi
bullethole.asi
cleo.asi
EffectLoader.asi
imfx.asi
ImVehFt.asi
modloader.asi
NormalMapFix.asi
OutFitFix.asi
samp.asi
SAMPGraphicRestore.asi
ShellFix.asi
SilentPatchSA.asi
StreamMemFix.asi

d3d9.dll: ReShade

Cleo:
breakpads.cs
CarIndecator.cs
Enhance ParticleTXD (Junior_Djjr).cs
HUDFix.cs
Memory 4GB.cs
PerPixelLighting.cs
Rustler_Paints.cs
SensitivityFix.cs
Shotgun reload.cs

Address code: 8B 08 FF 51 08
Before address code: 2E 8B 46 08 50

Stack:
+0000: 0x00000000   0x102D1A78   0x00000000   0x00000002
+0010: 0x00757C76   0x00000040   0x102D1A88   0x102D1A78
+0020: 0x48E913DC   0x102D1ADC   0x00000000   0x00000001
+0030: 0x3B125B68   0x00000002   0x73F07DAC   0x00000008
+0040: 0x0000002F   0x09FD4598   0x0177F244   0x7442EDB0
+0050: 0x00000001   0x14A81C2C   0x00000000   0x00000000
+0060: 0x000A0004   0x00000001   0x00000002   0x000C0001
+0070: 0x00050001   0x000000FF   0x00000011   0x0177F290

 

 

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The Lucky Mole
8 hours ago, Gnza100 said:

How do I solve this crash? It has been happening to me after playing SA: MP for some minutes.

 

 

 

1. Maybe some incompatibility?

2. Why do you think it's ok playing SAMP with so many mods? 98% of the mods are tested on singleplayer and/or are incompatible with SAMP.

Edited by The Lucky Mole
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In order to push for a new SP release and encourage @Silent to regain some interest in GTA titles, here is a simple fix for the jacket not bouncing because of wind disturbances while on a quad bike:

 

005E65A0    CPed::PreRenderAfterTest proc
...
005E69BC    E9 00000000         jmp     _hook_5E69BC_CPed__PreRenderAfterTest

_hook_5E69BC_CPed__PreRenderAfterTest:
00000000    83B9 94050000 02    cmp     [ecx+CVehicle.m_nVehicleSubClass], VEHICLE_QUAD
00000007    74 0D               je      $L1
00000009    8B11                mov     edx, [ecx] ; CAutomobile::`vftable'
0000000B    FF92 9C000000       call    dword ptr [edx+9Ch] ; CAutomobile::IsOpenTopCar() const
00000011    E9 00000000         jmp     CPed::PreRenderAfterTest+424h
00000016                        $L1:
00000016    E9 00000000         jmp     CPed::PreRenderAfterTest+428h

 

And there's more, I also managed to tie the handlebar movement to the sole steering animations:

 

006B7280    CBike::ProcessRiderAnims proc
...
006B78D2    E9 00000000         jmp     _hook_6B78D2_CBike__ProcessRiderAnims

_hook_6B78D2_CBike__ProcessRiderAnims:
00000000    33C0                xor     eax, eax
00000002    394424 2C           cmp     [esp+12Ch-100h], eax ; Reverse animation
00000006    75 28               jne     $L1
00000008    394424 34           cmp     [esp+12Ch-0F8h], eax ; Drive-by animation
0000000C    75 22               jne     $L1
0000000E    D94424 24           fld     dword ptr [esp+12Ch-108h]
00000012    D9E1                fabs
00000014    D81D 34138700       fcomp   flt_871334 ; 0.02
0000001A    DFE0                fnstsw  ax
0000001C    F6C4 05             test    ah, 5
0000001F    7B 0F               jnp     $L1
00000021    D943 08             fld     [ebx+CRideAnimData.m_fAnimLean]
00000024    8B8C24 3C010000     mov     ecx, [esp+12Ch+10h]
0000002B    E9 00000000         jmp     CBike::ProcessRiderAnims+65Ch
00000030                        $L1:
00000030    894424 14           mov     [esp+12Ch-118h], eax
00000034    E9 00000000         jmp     CBike::ProcessRiderAnims+6B2h

 

This fixes a bug when holding the left or right key until after shooting on slow speeds makes the driver performing the steering animation for a split-second.

Edited by Wesser
Removed syntax highlighting.

012          345
678   9A   BCD
EFG HIJK LMN
OPQR  STUV
WX    YZ

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Aristotel2003
8 hours ago, Wesser said:

In order to push for a new SP release and encourage @Silent to regain some interest in GTA titles, here is a simple fix for the jacket not bouncing because of wind disturbances while on a quad bike:

 

005E65A0    CPed::PreRenderAfterTest proc
...
005E69BC    E9 00000000         jmp     _hook_5E69BC_CPed__PreRenderAfterTest

_hook_5E69BC_CPed__PreRenderAfterTest:
00000000    83B9 94050000 02    cmp     [ecx+CVehicle.m_nVehicleSubClass], VEHICLE_QUAD
00000007    74 0D               je      $L1
00000009    8B11                mov     edx, [ecx] ; CAutomobile::`vftable'
0000000B    FF92 9C000000       call    dword ptr [edx+9Ch] ; CAutomobile::IsOpenTopCar() const
00000011    E9 00000000         jmp     CPed::PreRenderAfterTest+424h
00000016                        $L1:
00000016    E9 00000000         jmp     CPed::PreRenderAfterTest+428h

 

And there's more, I also managed to tie the handlebar movement to the sole steering animations:

 

006B7280    CBike::ProcessRiderAnims proc
...
006B78D2    E9 00000000         jmp     _hook_6B78D2_CBike__ProcessRiderAnims

_hook_6B78D2_CBike__ProcessRiderAnims:
00000000    33C0                xor     eax, eax
00000002    394424 2C           cmp     [esp+12Ch-100h], eax ; Reverse animation
00000006    75 28               jne     $L1
00000008    394424 34           cmp     [esp+12Ch-0F8h], eax ; Drive-by animation
0000000C    75 22               jne     $L1
0000000E    D94424 24           fld     dword ptr [esp+12Ch-108h]
00000012    D9E1                fabs
00000014    D81D 34138700       fcomp   flt_871334 ; 0.02
0000001A    DFE0                fnstsw  ax
0000001C    F6C4 05             test    ah, 5
0000001F    7B 0F               jnp     $L1
00000021    D943 08             fld     [ebx+CRideAnimData.m_fAnimLean]
00000024    8B8C24 3C010000     mov     ecx, [esp+12Ch+10h]
0000002B    E9 00000000         jmp     CBike::ProcessRiderAnims+65Ch
00000030                        $L1:
00000030    894424 14           mov     [esp+12Ch-118h], eax
00000034    E9 00000000         jmp     CBike::ProcessRiderAnims+6B2h

 

This fixes a bug when holding the left or right key until after shooting on slow speeds makes the driver performing the steering animation for a split-second.

Neato! 

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An episode of Mod Showroom covering SilentPatch in detail. Including fixing the Maverick & Skimmer rotors and going over all the .ini options.

 

 

Edited by TJGM
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Pretty nice showcase. I've forget some of the SP's for SA features through the years and this video will help me to remind a few of those lol.

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I noticed a bug when changing radio inside dinghy, the animation of changing radio inside car played, causing CJ looks sit in midair and back to standing pose.

Edited by KiloRyu
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When I try to play Gta sa whit silentpatch it crashes on startup when I click the play button on steam. It only happens when I have silentpatch if I remove it it will work fine but when I have silentpatch it crashes I don't know why I have the ASI loader and I believe everything that's required. My gta sa is downgraded to 1.0. I want to also say when I have the silentpatch on the directory of the game it makes the game startup normally but silentpatch does not work when im in-game. So when I put it in the modloader folder then it does not want to start the game up

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On 6/26/2021 at 1:48 AM, Matti132 said:

When I try to play Gta sa whit silentpatch it crashes on startup when I click the play button on steam. It only happens when I have silentpatch if I remove it it will work fine but when I have silentpatch it crashes I don't know why I have the ASI loader and I believe everything that's required. My gta sa is downgraded to 1.0. I want to also say when I have the silentpatch on the directory of the game it makes the game startup normally but silentpatch does not work when im in-game. So when I put it in the modloader folder then it does not want to start the game up

Simple keep it at game directory? 😄

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On 6/26/2021 at 2:42 PM, loms said:

Simple keep it at game directory? 😄

Yeah i have tried that but silentpatch refuse to work and im on 1.0

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On 6/27/2021 at 12:55 AM, Matti132 said:

Yeah i have tried that but silentpatch refuse to work and im on 1.0

Okay wierd, are u sure you have asi loader installed properly 🤔

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On 6/27/2021 at 7:35 AM, loms said:

Okay wierd, are u sure you have asi loader installed properly 🤔

My bad I was just doing something wrong thanks anyways for the help.

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Bug report for SA:

1. Turn on night vision or thermal goggles,

2. Enter FBI Rancher,

3. Start Vigilante mission,

4. Turn Vigilante mission off,

5. Night vision or thermal goggles will automatically turn off.

  • KEKW 2
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Aristotel2003
On 6/30/2021 at 12:00 AM, Marsi4eg said:

Oh that's really game-breaking bug that must be fixed immidiately

sarcasm?

  • Like 1
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  • 2 weeks later...

@Silent, I really wanna keep using the SA patch but this one problem keeps tearing me on that decision:

 

All vehicles appear significantly darker than they do without the patch, except while directly illuminated by a light source like a lamp post.

 

The darkening effect with the patch disabled (top) and enabled (bottom):

4xPev8K.png

 

With the patch enabled (both top and bottom), the presence of a direct light source makes this difference:

32JGe1K.png

 

Please fix this.

Edited by Lawn
  • KEKW 5
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On 7/16/2021 at 10:43 AM, Lawn said:

All vehicles appear significantly darker than they do without the patch, except while directly illuminated by a light source like a lamp post.

 

That's intended, without SP vehicles are lit by a fake light presumably to compensate for proper directional lighting on cars being broken. Since SP fixes the directional lighting, the fake light was removed.

 

On your screenshots I don't see any issue - the pre-SP helicopter is clearly too bright compared to how CJ and the environment is.

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On 7/16/2021 at 1:55 AM, Silent said:

 

That's intended, without SP vehicles are lit by a fake light presumably to compensate for proper directional lighting on cars being broken. Since SP fixes the directional lighting, the fake light was removed.

 

On your screenshots I don't see any issue - the pre-SP helicopter is clearly too bright compared to how CJ and the environment is.

 

I guessed it was intentional. But despite having tried adjusting to the darkened colors, I still can't help wanting to go back. Maybe include a .cfg file where one can choose to turn the fake light on/off.

 

The problem occurs in both day and night lighting, and the darkness is way more unrealistic than in the original setup. Even in brightly lit environments, the vehicles appear troublingly dark without the presence of a very close light source.

 

qWbbiiJ.png

 

Even in clear daylight, white looks grey. That's not the intended color (001, white) that I want my vehicles to appear with. Anyone who's seen white cars in real life knows that the above isn't realistic.

 

rj3ZSIW.png

 

My point isn't to argue on this. I'm trying to get my concern across to hopefully convince you to accommodate me.

 

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Can anyone answer i am using PS2 features to PC mod and it has PS2 vehicles in there looking how much Silent Patch version fixed vehicles do i still need ps2 vehicles

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On 6/16/2021 at 12:55 PM, Wesser said:

This fixes a bug when holding the left or right key until after shooting on slow speeds makes the driver performing the steering animation for a split-second.

 

Took me a while to reproduce it but I think I got it - it happens only on a Quadbike, right? In my case, I reproduced it by holding left/right while in a standstill, and then shooting. Or is that another issue?

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Correct. The bug is reproducible only while riding a quadbike because of the handlebar turning and if the current speed vector has a magnitude lower than 0.02 units, so even in a standstill.

Edited by Wesser

012          345
678   9A   BCD
EFG HIJK LMN
OPQR  STUV
WX    YZ

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On 7/27/2021 at 1:40 PM, Wesser said:

Correct. The bug is reproducible only while on a quadbike because of the handlebar turning and if the current speed vector has a magnitude less than 0.02 units, so even in a standstill.

 

I now implemented both fixes, for the wind effect I exploited the fact ecx was set to the vehicle's object while calling IsOpenTopCar so I could just turn that call into a direct call of my own function:

 

bool CVehicle::IsOpenTopCarOrQuadbike() const
{
	return IsOpenTopCar() || m_dwVehicleSubClass == VEHICLE_QUAD;
}

 

And for handlebar anim fixes, I used edx as a temporary instead of eax (float comparisons change this value so it's not really safe to use for the speed < 0.02 case), modified the conditions a bit and modified the stack pointer so I can turn this code snippet into a call (and thus do less hooking/obtaining addresses):

Nop(0x6B7932, 1);
InjectHook(0x6B7932+1, &QuadbikeHandlebarAnims::ProcessRiderAnims_FixInterp, PATCH_CALL);

__asm
{
	xor		edx, edx
	cmp     [esp+130h-100h], edx // Reverse animation
	jne		FuncSetToZero
	cmp     [esp+130h-0F8h], edx // Drive-by animation
	jne		FuncSetToZero
	fld     dword ptr [esp+130h-108h]
	fabs
	fcomp	[SLOW_SPEED_THRESHOLD]
	fnstsw  ax
	test    ah, 5
	jp		FuncReturn

FuncSetToZero:
	mov		[esp+130h-118h], edx

FuncReturn:
	fld		[POW_CONSTANT]
	retn
}

 

Both seem to work well! I'll only have to "port" the handlebar fixes to new executables tomorrow.

Edited by Silent
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