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SilentPatch


Silent
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On 7/28/2021 at 6:26 AM, i knowmane said:

silent can you make silent patch for gta 4 and eflc 

 

Now that's something that has absolutely not been brought up a thousand times before!

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Because of some fresh wave of activity here, and animation-related fix, I'd like to ask about fixing change-radio animation while driving Dinghy in SA. It changes to sitting in car, then back to standing. It was mentioned by someone else here or on Discord though.

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On 7/28/2021 at 7:21 PM, Marsi4eg said:

Because of some fresh wave of activity here, and animation-related fix, I'd like to ask about fixing change-radio animation while driving Dinghy in SA. It changes to sitting in car, then back to standing. It was mentioned by someone else here or on Discord though.

It was mentioned by me before, thank you for noticing it.

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It doesnt work i know about zolika patch 

silent i like when you put ps2 wet road reflection in your patches 

 

Why is menu in gta vc and gta 3 squashed fix that 

i talk about widescren fix 

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On 6/8/2021 at 9:48 PM, Davve95 said:

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:

 

I guess this wouldn't be so hard to fix aswell. If you seen it

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On 7/28/2021 at 2:21 PM, Marsi4eg said:

I'd like to ask about fixing change-radio animation while driving Dinghy in SA. It changes to sitting in car, then back to standing.

Actually, this bug affects any kind of boat which you can drive standing up because there is no animation to switch radio stations in an upright position. Fixing it was easy-peasy:

 

004D68B0    RpAnimBlendClumpGetAssociation proc

006DF4A0    CVehicle::ProcessDrivingAnims proc
...
006DF4E7    E9 00000000         jmp     _hook_6DF4E7_CVehicle__ProcessDrivingAnims

_hook_6DF4E7_CVehicle__ProcessDrivingAnims:
00000000    8BD8                mov     ebx, eax
00000002    6A 51               push    ANIM_STD_BOAT_DRIVE
00000004    51                  push    ecx
00000005    E8 00000000         call    RpAnimBlendClumpGetAssociation
0000000A    83C4 08             add     esp, 8
0000000D    85C0                test    eax, eax
0000000F    8BC3                mov     eax, ebx
00000011    0F85 00000000       jnz     CVehicle::ProcessDrivingAnims+5Ch
00000017    8B4E 18             mov     ecx, [esi+CEntity.m_rwObject]
0000001A    68 00008040         push    4.0
0000001F    E9 00000000         jmp     CVehicle::ProcessDrivingAnims+4Ch

 

On 7/28/2021 at 12:58 AM, Silent said:

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)

I see no harm. The eax register can hold whatever value at that point cause fnstsw overwrites the lower 16 bits and the rest of code makes no use of the upper ones.

 

EDIT: @Inadequate has brought to my attention the lack of the jump over animation when entering most convertible cars along with the wind effect present on high speeds (based off vehicle extras too) which I promptly sought to implement. This script is vanilla specific and may not be appropriate for a SP integration but I will leave it here anyway just in case someone else finds it interesting (note that it also takes into account installed roof upgrades).

Edited by Wesser

012          345
678   9A   BCD
EFG HIJK LMN

OPQR  STUV
WX    YZ

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On 7/29/2021 at 10:22 AM, Wesser said:

EDIT: @Inadequate has brought to my attention the lack of the jump over animation when entering most convertible cars along with the wind effect present on high speeds (based off vehicle extras too) which I promptly sought to implement. This script is vanilla specific and may not be appropriate for a SP integration but I will leave it here anyway just in case someone else finds it interesting (note that it also takes into account installed roof upgrades).

Thanks a lot for take a look into. Now the game will behave as it should have been done since the beginning, just like Vice City does by default. Also, you even did it a lot better than I expected. :O

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  • 2 weeks later...

This is just amazing thing, really thank you so much! Remaster can suck my ass!



Do you have patreon? Or any gate to send some money?

  • Like 3
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13 hours ago, The Lucky Mole said:

Thank you, I did sponshorship on github.

 

 

In recently testing new update for SA and Im very please with fixed car damage.

 

That was my biggest problem with game, now its pretty realistic considering limits of engine.

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@Silent Hello you, it's been a very long time since last time I inactive on this 4rums! 😁

Now I've comeback to my favourite game - gtasa and continue playing with mods like any others.

And I of course have updated almost mods and fixes... across multiple sides of the game (gameplay, graphics, skins, scripts...) and I still noticed some more issue/bugs still existed in the game and I want to be fixed asap to give better experience : )

Here the list of what I expect to be fixed, maybe some should be fixed by Silentpatch & some by Mixsets, but I have no way than posting all of them here bcz I've sent message (pm) to @Junior_Djjr many days ago and he still not ressponded yet:

 

1) May you fix bug that causes cj anim to turn to "freezed stand" after taking out the driver from car but not get in yet?

 2) May you add ability to climb & grab on ANY vehicle (like boats) not only boats & walls?

 3) May you make fix for veh taillight illumination that disappeared with camera angle? (GTA VC (maybe GTAIII too) not has this problem, the taillighs keep illuminated on player, peds & other vehs whatever camera angle i'm at)

 4) May you make fix for the sparkles textures: they got messed-up with camera angle (E.g to test: slide your car on wall to generate sparkles and you'll see that the spark got messed-up to direction of camera angle when you stir the camera with mouse).

 5) There still thing that very disturb everyone playing gtasa, is the game's prefixed style veh damage engine, not like realtime dynamic-damage-physics in gta IV & V, and currently still no-one can write script to add dyn-dam-physic engine to a dx9 title's very obsolete engine. So if you're still not able to make script for this or has not enough time to do yet so then may you at least make a TEMPORARITY script that tricks on game's code 👉 to make car dam model only appeared if collision force is big enough?

 ... and more to this: I also found out that the collision logic of gtasa still has bug, it's that if I hit the "RBumper" sphere -> both boot & rearbump damaged whilst if only hit "Boot" sphere -> only the boot damaged (see pic).

Untitled.png?width=285&height=175&crop=f

In gta VC, as I remember it seems that when hitting the car rear the rearbump damaged first then boot damaged in next hit 👉 this is actually ok to visual transition : )

 

THANKS YOU VERY MUCH!

 

Edited by Minhkute360
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could silentpatch fix this?

the position of the tip bar goes lower down the screen the higher the resolution

mkUntJW.jpg

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The Lucky Mole
4 hours ago, camranbant said:

that moves it up slightly, but not where it should be

Nevertheless, that's a Widescreen Fix feature request and here is not the place to ask for it.

  • KEKW 3
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Hi, I noticed that the rain reflection for SA is only effective in some areas. 

I did not test everywhere in the map, but I find that the reflection is only effective around Ganton, Idlewood in Los santos and small towns like Montgomery, Blueberry and Dillimore. 

I can't see the reflection effect in San fierro, Las venturas, and mount chilliad. 

I have also tried to install the reffix and set ForceReflections to 1, which did not change anything. 

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The Lucky Mole
18 hours ago, Vaisaga said:

Hi, I noticed that the rain reflection for SA is only effective in some areas. 

I did not test everywhere in the map, but I find that the reflection is only effective around Ganton, Idlewood in Los santos and small towns like Montgomery, Blueberry and Dillimore. 

I can't see the reflection effect in San fierro, Las venturas, and mount chilliad. 

I have also tried to install the reffix and set ForceReflections to 1, which did not change anything. 

It's a map issue, check this out.

 

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  • 2 weeks later...
Vinniethegreat

I'm not sure if this has been reported but Vice City freezes on the splash screen before the menu pops up and I have isolated the issue to Silent Patch. On clean installs the game does not freeze at that splash screen.Does anyone have any experience with this issue?

 

On version 1.0 retail CD copy of VC

 

 

(Worth mentioning that the Silent Patch and the DDraw component are the only mods I've been using)

Edited by Vinniethegreat
Added clarification for what mods I'm using
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  • 2 weeks later...
RandomModder84

Hey silent can you make a patch for driver parallel lines? Its really frustrating the cars handling are bad the lock on aiming too

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hey silent - sorry for requesting something as i know there's already been a million requests in this thread, but would you be willing to make a small script that would reverse the corona rotation fix? i'm trying to get a sort of vice city headlight effect in san andreas, where the lens flare is a big line, but that fix unfortunately makes it look kind of terrible

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  • 2 weeks later...

Has anyone ever noticed that, when you get a homie to take a photo of CJ, no camera crosshair is drawn and that holding a sniper rifle brings up its crosshair without aiming at all? Here's a quick fix:

 

0058E020    CHud::DrawCrossHairs proc
...
0058E7F0    EB 39             jmp     CHud::DrawCrossHairs+80Bh
..
0058E81A    8BD6              mov     edx, esi ; WEAPONTYPE_CAMERA
0058E81C    8DA424 00000000   lea     esp, [esp+0]
0058E823    8DA424 00000000   lea     esp, [esp+0]
0058E82A    90                nop
...
0058E82D    52                push    edx

012          345
678   9A   BCD
EFG HIJK LMN

OPQR  STUV
WX    YZ

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13 hours ago, Wesser said:

Has anyone ever noticed that, when you get a homie to take a photo of CJ, no camera crosshair is drawn and that holding a sniper rifle brings up its crosshair without aiming at all? Here's a quick fix:

 

0058E020    CHud::DrawCrossHairs proc
...
0058E7F0    EB 39             jmp     CHud::DrawCrossHairs+80Bh
..
0058E81A    8BD6              mov     edx, esi ; WEAPONTYPE_CAMERA
0058E81C    8DA424 00000000   lea     esp, [esp+0]
0058E823    8DA424 00000000   lea     esp, [esp+0]
0058E82A    90                nop
...
0058E82D    52                push    edx

Any chance of releasing that fix as a pre-compiled CLEO script? I know CLEO scripting but I'm not really sure if it's possible for me to get that working in-game...

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On 9/24/2021 at 5:35 AM, Wesser said:

Has anyone ever noticed that, when you get a homie to take a photo of CJ, no camera crosshair is drawn and that holding a sniper rifle brings up its crosshair without aiming at all? Here's a quick fix:

 

0058E020    CHud::DrawCrossHairs proc
...
0058E7F0    EB 39             jmp     CHud::DrawCrossHairs+80Bh
..
0058E81A    8BD6              mov     edx, esi ; WEAPONTYPE_CAMERA
0058E81C    8DA424 00000000   lea     esp, [esp+0]
0058E823    8DA424 00000000   lea     esp, [esp+0]
0058E82A    90                nop
...
0058E82D    52                push    edx

Saw it mentioned here: https://github.com/ThirteenAG/WidescreenFixesPack/issues/989

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On 9/24/2021 at 8:05 AM, Wesser said:

Has anyone ever noticed that, when you get a homie to take a photo of CJ, no camera crosshair is drawn and that holding a sniper rifle brings up its crosshair without aiming at all? Here's a quick fix:

 

0058E020    CHud::DrawCrossHairs proc
...
0058E7F0    EB 39             jmp     CHud::DrawCrossHairs+80Bh
..
0058E81A    8BD6              mov     edx, esi ; WEAPONTYPE_CAMERA
0058E81C    8DA424 00000000   lea     esp, [esp+0]
0058E823    8DA424 00000000   lea     esp, [esp+0]
0058E82A    90                nop
...
0058E82D    52                push    edx

 

My man.

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The mobile version of SA comes with a sort of cooldown feature among bunny hops as a mean to mitigate fast tapping which nicely fits in other platforms too:

 

00542A50    CPhysical::ApplyTurnForce proc

006BFA30    CBmx::ProcessControl proc
...
006BFA41    E9 00000000             jmp     _hook_6BFA41_CBmx__ProcessControl

006C0390    CBmx::LaunchBunnyHopCB proc
...
006C04F6    E9 00000000             jmp     _hook_6C04F6_CBmx__LaunchBunnyHopCB

006C0590    CBmx::ProcessBunnyHop proc

006C1470    CBmx::ProcessAI proc
...
006C184E    E9 00000000             jmp     _hook_6C184E_CBmx__ProcessAI

_hook_6BFA41_CBmx__ProcessControl:
00000000    0F85 00000000           jnz     CBmx::ProcessControl+117h
00000006    D905 5CCBB700           fld     CTimer::ms_fTimeStep
0000000C    D80D D8148700           fmul    flt_8714D8 ; 0.02
00000012    D82D 00000000           fsubr   fBunnyHopCooldown
00000018    D905 8C8B8500           fld     flt_858B8C ; 0.5
0000001E    D8D1                    fcom    st(1)
00000020    DFE0                    fnstsw  ax
00000022    F6C4 41                 test    ah, 41h
00000025    75 0F                   jnz     $L1
00000027    DDD8                    fstp    st
00000029    D9EE                    fldz
0000002B    D8D1                    fcom    st(1)
0000002D    DFE0                    fnstsw  ax
0000002F    F6C4 41                 test    ah, 41h
00000032    74 02                   jz      $L1
00000034    D9C9                    fxch    st(1)
00000036                            $L1:
00000036    D91D 00000000           fstp    fBunnyHopCooldown
0000003C    DDD8                    fstp    st
0000003E    E9 00000000             jmp     CBmx::ProcessControl+17h

_hook_6C04F6_CBmx__LaunchBunnyHopCB:
00000000    E8 00000000             call    CPhysical::ApplyTurnForce
00000005    C705 00000000 0000003F  mov     fBunnyHopCooldown, 0.5
0000000F    E9 00000000             jmp     CBmx::LaunchBunnyHopCB+16Bh

_hook_6C184E_CBmx__ProcessAI:
00000000    D9EE                    fldz
00000002    D81D 00000000           fcomp   fBunnyHopCooldown
00000008    DFE0                    fnstsw  ax
0000000A    F6C4 44                 test    ah, 44h
0000000D    0F8A 00000000           jp      CBmx::ProcessAI+3E5h
00000013    8BCE                    mov     ecx, esi
00000015    E8 00000000             call    CBmx::ProcessBunnyHop
0000001A    E9 00000000             jmp     CBmx::ProcessAI+3E5h

fBunnyHopCooldown dd 0.0

 

Meanwhile, I realized that the bicycle keeps accelerating normally without CJ even pedaling when holding down the "Secondary Fire" key to perform a bunny hop (drive-by and stoppie do have an impact onto speed). FIX:

 

004D68B0    RpAnimBlendClumpGetAssociation proc

006C1470    CBmx::ProcessAI proc
...
006C1A06    E9 00000000             jmp     _hook_6C1A06_CBmx__ProcessAI

_hook_6C1A06_CBmx__ProcessAI:
00000000    0F84 00000000           je      CBmx::ProcessAI+0A67h
00000006    8B48 18                 mov     ecx, [eax+CEntity.m_rwObject]
00000009    68 CE000000             push    ANIM_BMX_BUNNYHOP
0000000E    51                      push    ecx
0000000F    E8 00000000             call    RpAnimBlendClumpGetAssociation
00000014    83C4 08                 add     esp, 8
00000017    3BC3                    cmp     eax, ebx
00000019    74 14                   je      $L1
0000001B    D940 18                 fld     [eax+CAnimBlendAssociation.currentTime]
0000001E    D81D 8C8B8500           fcomp   flt_858B8C ; 0.5
00000024    DFE0                    fnstsw  ax
00000026    F6C4 41                 test    ah, 41h
00000029    0F84 00000000           jz      CBmx::ProcessAI+67Fh
0000002F                            $L1:
0000002F    8B86 60040000           mov     eax, [esi+CVehicle.pDriver]
00000035    E9 00000000             jmp     CBmx::ProcessAI+59Ch

 

Another indirectly related bug is the inability to fire from a bicycle but not handbraking at the same time. This is due to a wrong configuration of default vehicle controls which sees RCTRL being assigned to both "Fire" and "Handbrake" keys. Sounds like a key mapping mistake as you cannot bind a certain input key twice from the main menu. FIX:

 

00530640    CControllerConfigManager::InitDefaultControlConfiguration
...
00530A20    8DA424 00000000     lea     esp, [esp+0]
00530A27    8DA424 00000000     lea     esp, [esp+0]
00530A2E    6690                xchg    ax, ax

 

On 9/24/2021 at 6:13 PM, H-G said:

Any chance of releasing that fix as a pre-compiled CLEO script? I know CLEO scripting but I'm not really sure if it's possible for me to get that working in-game...

 

Don't wanna waste my cloud space plus here codes will stay permanently:

 

Spoiler
{$CLEO}

/*
jmp     CHud::DrawCrossHairs+80Bh
*/
0A8C: write_memory 0x0058E7F1 size 1 value 0x39 vp TRUE
/*
mov     edx, esi ; WEAPONTYPE_CAMERA
lea     esp, [esp+0]
lea     esp, [esp+0]
nop
*/
0A8C: write_memory 0x0058E81A size 4 value 0xA48DD68B vp TRUE
0A8C: write_memory 0x0058E81E size 4 value 0x24 vp TRUE
0A8C: write_memory 0x0058E822 size 4 value 0x24A48D00 vp TRUE
0A8C: write_memory 0x0058E826 size 4 value 0 vp TRUE
0A8C: write_memory 0x0058E82A size 1 value 0x90 vp TRUE
/*
push    edx
*/
0A8C: write_memory 0x0058E82D size 1 value 0x52 vp TRUE

0A93: terminate_this_custom_script
Edited by Wesser

012          345
678   9A   BCD
EFG HIJK LMN

OPQR  STUV
WX    YZ

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