Jump to content
    1. Welcome to GTAForums!

    1. GTANet.com

    1. GTA Online

      1. Los Santos Drug Wars
      2. Updates
      3. Find Lobbies & Players
      4. Guides & Strategies
      5. Vehicles
      6. Content Creator
      7. Help & Support
    2. Red Dead Online

      1. Blood Money
      2. Frontier Pursuits
      3. Find Lobbies & Outlaws
      4. Help & Support
    3. Crews

    1. Grand Theft Auto Series

      1. Bugs*
      2. St. Andrews Cathedral
    2. GTA VI

    3. GTA V

      1. Guides & Strategies
      2. Help & Support
    4. GTA IV

      1. The Lost and Damned
      2. The Ballad of Gay Tony
      3. Guides & Strategies
      4. Help & Support
    5. GTA San Andreas

      1. Classic GTA SA
      2. Guides & Strategies
      3. Help & Support
    6. GTA Vice City

      1. Classic GTA VC
      2. Guides & Strategies
      3. Help & Support
    7. GTA III

      1. Classic GTA III
      2. Guides & Strategies
      3. Help & Support
    8. Portable Games

      1. GTA Chinatown Wars
      2. GTA Vice City Stories
      3. GTA Liberty City Stories
    9. Top-Down Games

      1. GTA Advance
      2. GTA 2
      3. GTA
    1. Red Dead Redemption 2

      1. PC
      2. Help & Support
    2. Red Dead Redemption

    1. GTA Mods

      1. GTA V
      2. GTA IV
      3. GTA III, VC & SA
      4. Tutorials
    2. Red Dead Mods

      1. Documentation
    3. Mod Showroom

      1. Scripts & Plugins
      2. Maps
      3. Total Conversions
      4. Vehicles
      5. Textures
      6. Characters
      7. Tools
      8. Other
      9. Workshop
    4. Featured Mods

      1. Design Your Own Mission
      2. OpenIV
      3. GTA: Underground
      4. GTA: Liberty City
      5. GTA: State of Liberty
    1. Rockstar Games

    2. Rockstar Collectors

    1. Off-Topic

      1. General Chat
      2. Gaming
      3. Technology
      4. Movies & TV
      5. Music
      6. Sports
      7. Vehicles
    2. Expression

      1. Graphics / Visual Arts
      2. GFX Requests & Tutorials
      3. Writers' Discussion
      4. Debates & Discussion
    1. Announcements

    2. Forum Support

    3. Suggestions

SilentPatch


Silent
 Share

Recommended Posts

I already stated numerous times that PS2 reflections are NOT going to be a part of this patch.

Link to comment
Share on other sites

I already stated numerous times that PS2 reflections are NOT going to be a part of this patch.

ahh. I m sorry for my wrong idea and I ain`t see that.

 

sorry for my bad english :sui:

Link to comment
Share on other sites

But Silent,

What is it with PS2 Reflections

Will they be in the mod?

 

2m2umvp.png

 

*vague joke only Red Dwarf fans will get

  • Like 3
Link to comment
Share on other sites

I believe the first thing Silent done was recover the PS2 reflections, he will just sit in them for 6 months and then pack it in a updated version of the patch, but the end user will need to find a way to activate the code itself.

 

Also, when someone find a way, Silent will deny to death.

  • Like 2
Link to comment
Share on other sites

#SilentPatchThis

Link to comment
Share on other sites

coming soon on iAsteroid

Link to comment
Share on other sites

I have a few suggestions for SilentPatchSA based on some of fixes we've been accumulating in the custom Chain Game saves. In some cases I can provide tried and true coordinates and settings for stable fixes if it's the sort of thing you might interested in.

 

Nudge cargen coordinates for bike school, airstrip, SFFD, and some import vehicles to reduce spawn conflicts.

Mark mission critical and stubborn cargens with the force spawn flag so the vehicles are there when you expect them to be.

Change the X coordinate of the bribe hidden inside a Doherty building to it's positive value so it can spawn over the broken bridge in Palomino where it belongs.

Change Katie's preferences so she like's fast driving and not slow driving so her comments match the mission objective.

An incorrect local variable prevents the sunrise/sunset special date from working for two girlfriends (fun meter increases when parked in an appropriate zone type).

Using a Save Anywhere mod near an active pool player will glitch him away in the same manner as the basketballs.

Replace missing IPL pickups on games restarted after loading a previous save.

Tweak SF Impound (garage floor), SF Transfender, and LV Transfender (scripted) so bikes don't spawn in the ceiling.

Place missing icons for unmarked Mongomery Bugershot and El Que Barber. (Place icons for impound garages.)

Adjust the script so IRGoggles are created as type 15 so they respawn.

Allow traffic over LS to SF bridges after Green Sabre instead of waiting until YKBB.

 

Can anything be done to make the door of the unused LV pay'n'spray useable?

Is there a way to improve the retention of paintjobs?

Can the lighting in the train tunnel between Helena's and Truth's farms be lit?

 

Larger Issues:

 

PC saves develop increasingly nasty issues with vehicles visually stuttering as they move, flipping around backwards, and sometimes merging bodies with other vehicles as game time approaches and exceeds 150 hours - a general time frame where it's pretty hard not to notice the effect, especially if CJ hangs out around the overpasses around LV's Ring Road. The current fix is to reset all timers to 0.

 

The SA pickup pool tends to get extremely cluttered when stressed by something like fighting gang wars in restricted LV and SF. Even if all of the oysters, horseshoes, and snapshots are collected ahead of time the pool can become so stuffed by dropped weapons and money that the armor CJ is camping can disappear right in front of him as he opens fire on the next wave. Observations suggest that expired pickups cannot remove themselves from the pool unless CJ is near enough for them to be active. The in-game fix is to retrace the war path once in a while to wake up the pickups, but I'm wondering if there's another method to improve garbage collection in the pickup pool.

Edited by OrionSR
Link to comment
Share on other sites

Lucky4LeafClover

Silent, OrionSR reminded me of something:

Katie. Her eyes during restaurant dates (the actual eating scene) are closed and look really weird? I mean, she's Asian... but that's just cruel.

Is this fixable somehow -- or did Rockstar screw that texture up?

 

Thanks again!

Link to comment
Share on other sites

Indeed, most of these seem like SCM fixes. Though this:

 

 

Replace missing IPL pickups on games restarted after loading a previous save.

sounds like an actual game code issue. Any info on that?

 

In fact, the only fix I applied to SCM was moving the save icon. I fixed gym glitch by adjusting the way one SCM command works, so in fact I did not touch SCM.

 

 

Also, what'd you mean by

 

Is there a way to improve the retention of paintjobs?

?
Link to comment
Share on other sites

Also, what'd you mean by

Is there a way to improve the retention of paintjobs?

?

 

He probably means that cars with paintjobs stored in garages sometimes will lose them and become fully white. Although I haven't gotten that issue in a while (two full playthroughs and nothing), maybe some other mod fixed it.

Edited by Zera
  • Like 1
Link to comment
Share on other sites

Indeed, most of these seem like SCM fixes. Though this:

don't forget the big CCarCtrl game timer issue OrionSR mentioned, it's a real thing, probably caused by turning the timer into a float :-) Edited by NTAuthority

SsZgxdL.png

Inactive in GTA/R* title modification indefinitely pursuant to a court order obtained by TTWO. Good job acting against modding!

Link to comment
Share on other sites

IPL pickups are only placed on fresh start games -- games started without loading a previous save. Restart saves will be missing the fast respawning (type 2) extinguishers in the Pizza, Burgershot (not Chicken iirc) and Rusty Donuts stores, and a sniper rifle near the Crop Duster on the hill above the SF airport. Not a big deal really. Restart saves may also carry over the bonuses from girlfriends and free resprays (noted in patch, but doesn't stick past... Drive Thru (?) anyway). IPL flags may also carry over. Restart saves created during Are You Going... will have Truth's crops active until the mission is repeated. Restart saves created after EoL will have the floor enabled behind the smash wall at Smoke's Crack Palace. IMHO, none of these issues are worthy of a patch. Players can simply start a new game from the menu immediately after starting the game to avoid these issues, or restart with the proper conditions to get the bonuses and flags they desire (and suffer without the extinguishers).

 

This is the nature of some IPL generated records, they require fresh start games. Usually only these few IPL pickups are included in standard games, but I'm pretty sure IPL cargens and jumps also require a fresh start.

 

Paintjobs getting eaten by garages is a long time issue with San Andreas. Most notably, collectors are often disappointed to lose the custom paintjob on their everything proof Mothership. I can offer some observations on how bad the problem can be, but have no suggestion for a solution. Our original Chain Game saves were created using the old style Darkpact scripts - a custom main.scm designed to maintain compatibility with existing saves. Before I learned to put vehicles directly into a garage using memory writes we used a garage stuffing routine that teleported CJ to a garage, unlocked the door, opened the door, created a custom vehicle, wait for 10 seconds or more for the paint to dry (or whatever since we were having problems and couldn't think of anything else to try), closed the door, locked it, and warped CJ off to the next garage. Despite our best efforts the paintjob usually wasn't present in the save at the end. Long term observations of paintjobs suggests that they don't disappear from a closed garage.

 

For the most part, modifying main.scm shouldn't be necessary for most of the save-related fixes. Cleo could easily patch up a lot of the persistent settings like cars, garages, and blips, Perhaps a different style of patch would be more appropriate; something tied more directly to standard scripts. Either way, this seemed like a good topic to list a lot of persistent bugs. We can sort out how to fix them later.

 

Add: Sorry, it's been a long time since I ran these tests, but I'm pretty sure the excessive time issue can be accurately simulated by increasing the global timer (and weather timer so it doesn't go crazy) to a really high value. A naturally glitched save probably won't add much new information.

Edited by OrionSR
  • Like 2
Link to comment
Share on other sites

CLEO? Nonono.

 

Though I think fixing IPL stuff not appearing on reinit shouldn't be too hard. Though I thought they would save?

  • Like 2
Link to comment
Share on other sites

BMWSauberF1.08

hey silent,can you fix the handlebars of bikes?only the front fork turns while the handlebars remain stationary

Link to comment
Share on other sites

I suspect the IPL pickups would save if created; they simply aren't there. IPL pickups should be placed before scm pickups - the first scm pickup is in slot 0 on restart saves. Any solution should not cause IPL pickups (cars, jumps) to be recreated every time the save is loaded. Seems obvious but it's the other extreme of IPL management and should be checked; it's hard to notice 5 pickups in the exact same location.

 

Not CLEO, huh? Well, since Zera brought it up, has anyone ever made a modified main.scm that simply dealt with minor tweaks and no enhancements? It shouldn't be too difficult to maintain compatibility with existing saves or standard scripts, although to get the full effect of most of the changes a new game would still be required. I'm not worried about the save tweaks really. I've got strategies for dealing with most of them I am curious about which modifications are outside of the scope of your project.

Link to comment
Share on other sites

I simply don't want to get in the way of any modifications. And that rules out direct SCM editing.

Link to comment
Share on other sites

I wonder, nobody mentioned anything about the Nitrous bug. When you upgrade your car and make the car to have 2 exhausts and Nitro. Later while you drive the nitro smoke gets out only out of 1 exhaust.

Link to comment
Share on other sites

Eyes via SCM? It's more like an animation or model issue.

Link to comment
Share on other sites

Lucky4LeafClover

I wouldn't have the faintest clue Silent. Know very little about modding honestly.

But if it is fixable, well, that'd be great.

Link to comment
Share on other sites

I always thought stuff to do with animations was controlled by the ped.ifp file. Of course, I may be wrong.

  • Like 3
Link to comment
Share on other sites

Another test version?

 

GET IT HERE

 

Added illumination value fix, DOUBLE_RWHEELS on trailers and SA::Render compatibility.

 

Needs more testing with SA::Render though!

Link to comment
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
 Share

  • 4 Users Currently Viewing
    0 members, 0 Anonymous, 4 Guests

×
×
  • Create New...

Important Information

By using GTAForums.com, you agree to our Terms of Use and Privacy Policy.