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SilentPatch


Silent
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So it was a cleo conflicting with SEAROADER cheat

 

Speaking of cleos...

 

I have two distinctive cleos: streamemory.cs and quadruple_insane_stunt_bonus_fix.cs, the former makes the "memory" string on stream.ini usable, you just set the desirable value there in bytes. The other one, the name says for himself. Thinking of it, both fixes bugs, thus fitting in SilentPatch requirements. It would be nice to have them packed into only one .ASI, having the cleo folder cleaned up...

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The latter edits SCM, so it's not suitable. The former would conflict with current stream memory fixes and in general brick games - defaulting to 13mb stream memory!? Nono.

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Hey Silent, could you add an option to disable the 30 fps setting enhancement and take it to the ordinary 25? because my game lags when fps is on a too high limit and it didn't lagged on 25 fps.

If serious, ...you shouldn't be installing ANY mods if you're struggling to run the game at 30fps.

I don't have any mods installed, and it used to run fine on 25, I know my pc is sh*t but I would like an option like this! :)

Edited by jayjay35
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Lucky4LeafClover

Perfectly understandable man. I do think it was always odd this game ran at 25 FPS though (prior to the Silent Patch).

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Perfectly understandable man. I do think it was always odd this game ran at 25 FPS though (prior to the Silent Patch).

maybe for sh*t PCs owners like me ;)

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Silent would make an option to turn off the function of double hind wheels?

because with this we can use mods trucks without getting this bug on the wheels ...

0vD7YMg.jpg

Great Mod, gta had been almost perfect

 

 

Just disable DOUBLE_RWHEELS flag for these trailers.

how to do this?

Edited by Karap
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Perfectly understandable man. I do think it was always odd this game ran at 25 FPS though (prior to the Silent Patch).

maybe for sh*t PCs owners like me ;)

 

In all honesty, you shouldn't install the patch then, if your computer is that bad it can't run this game at 30fps, then there's a few more tweaks in the patch that also boost things for modern day usage which, normally wouldn't make a difference, but if you're having problems, I don't know what else to say apart from, don't use this.

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Perfectly understandable man. I do think it was always odd this game ran at 25 FPS though (prior to the Silent Patch).

maybe for sh*t PCs owners like me ;)

 

In all honesty, you shouldn't install the patch then, if your computer is that bad it can't run this game at 30fps, then there's a few more tweaks in the patch that also boost things for modern day usage which, normally wouldn't make a difference, but if you're having problems, I don't know what else to say apart from, don't use this.

 

kay, thanks for your advice!

Edit: Silent if you can do what I suggested as well I would appreciate it but if not well, my problem

Edited by jayjay35
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New (10th!) test version!

 

New fixes:

 

 

 

* Game FPS has been limited to 1000 FPS (with Frame Limiter off) to prevent freezing during fadeout moments

* Numberplates are now bilinear filtered, resulting in a smoother look

* If illumination value is absent from the timecycle (like on a stock PC timecycle), the game will now default to 1.0

* Lights now get casted on vehicles and peds properly - previously, they'd dissapear under some conditions

* In addition, when playing on Visual FX Quality higher than low, the game will now cast up to 6 lights on each model both indoors and outdoors (on Low details, game's stock behaviour has been kept - allowing up to 4 lights per model outdoors and 6 indoors)

* Previously present only on PS2, 'Cars drive on water' cheat is now toggleable - its string is SEAROADER

 

 

 

GET IT HERE

 

Really excellent work Silent :lol: Nice to see the light bug fixed. I see you included the SAMP sun fix too :^:

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The small area near the red bridge in San Fierro is still showing as "Parachute" in my game. How fix it or why happen this? Some conflict?

 

How should it be:

f0xb2f.jpg

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That's been reported before and it turns out it was a different mod causing that problem, which one? We don't know, the person never said, but they did say it returned to normal after they shifted some mods out.

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Ths patch is very nice! Thanks a lot, Silent!

 

The first thing I wanted to check it out was the vehicle-lightning, yeah I know but I love cars :p

NESSbRs.jpg

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If you find out which one it is, let us know so we can put a note about it.

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* Game FPS has been limited to 1000 FPS (with Frame Limiter off) to prevent freezing during fadeout moments

was that a bug? wooooooooooow, so annoying!

what was even the actual cause?

Edited by LINK/2012
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Lucky4LeafClover

This patch is awesome.

The only thing I was going to suggest you fix was the dance timings (which official patch 1.1 addressed) but I suspect with the game being capped at 30FPS now will have sorted this out without the need for changes.

Edited by Lucky4LeafClover
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If you find out which one it is, let us know so we can put a note about it.

 

Well, I uninstalled every mod and reinstalled one by one and testing again and again and again... (a loooong hard work :lol:) but finally I found the bug (at least on my game).

Is a cleo FXT, weapon menu, I think one of the text lines (from the cleo mod) rename the original line of the game on each original gxt, replacing it with Parachute:

2u53ytz.jpg

Finally, mystery solved :p and this annoying bug is fixed... at least on my game.

I hope this information help more people with the same issue, if is possible. :)

 

Now works correctly and looks exactly like PS2:

f0xb2f.jpg

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Lucky4LeafClover

Silent,

 

I've let my friend look at my GTA SA - US, v 1.0 files (he's far more tech-savvy and knows a lot more about modding than I do) and he's came to the same conclusion as you and a few others here: prostitute and/or CJ sounds can't be found and might have been left out or cut.

This is odd though, as the PC and Xbox versions still had the HC. stuff!!

 

While I don't really care about this "feature" haha, it's frustrating knowing the PC version doesn't have something the PS2 version has -- much like that PS2 cheat code you recovered/restored.


Thanks yet again (edited and moved this comment due to a number of changes and wanting my post to be seen).

Edited by Lucky4LeafClover
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VC seems to have that issue too, when playing it on PCSX2 police/swat would shout stuff all the time and I don't recall them doing so on PC :/

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If I remember correctly, in VC there were active police radio with people talking on it. (on PC too)

Edited by nyolc8
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Yeah but that's a VCSPCE thingy, vanilla SA still has a tiny draw distance for shadows and headlights, unless you use ImVehFt(wich actually only increases the dynamic shadows distance, static ones are still the same sh*t).

i believe shadow setting extender by DKK22Pac 'll sort your prob.

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Silent as can disable flag DOUBLE_RWHEELS for the trailers?

 

 

 

You can do it on your own.

 

Singleplayer - Use a handling.cfg editor and disable that flag for the trailers.

 

Multiplayer(SAMP) - Compile a script which writes 0 into the double wheel's memory address for the trailers.

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Silent as can disable flag DOUBLE_RWHEELS for the trailers?

 

 

 

You can do it on your own.

 

Singleplayer - Use a handling.cfg editor and disable that flag for the trailers.

 

Multiplayer(SAMP) - Compile a script which writes 0 into the double wheel's memory address for the trailers.

 

Thanks man :)

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i believe shadow setting extender by DKK22Pac 'll sort your prob.

Nah too many bugs and my videocard can't handle it very well.

 

EDIT: Found a bug, the recent light fix conflicts with SA:Traffic, making some vehicles lose their specular when there's too many in a certain area:

 

01BWbeq.png

Edited by StrafeBolt

jYzLR2j.png

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i believe shadow setting extender by DKK22Pac 'll sort your prob.

Nah too many bugs and my videocard can't handle it very well.

 

EDIT: Found a bug, the recent light fix conflicts with SA:Traffic, making some vehicles lose their specular when there's too many in a certain area:

 

01BWbeq.png

I fail to see the problem...? Lose their specular? conflicts with SA:Trafic? Nope.

Pay attention that the taxi is illuminated by the other taxi behind it,while no other cars are affected by such light sources,resulting in a quite more(overreactive though) distinctive "radiance".

Please think twice before posting something like this.

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i believe shadow setting extender by DKK22Pac 'll sort your prob.

Nah too many bugs and my videocard can't handle it very well.

 

EDIT: Found a bug, the recent light fix conflicts with SA:Traffic, making some vehicles lose their specular when there's too many in a certain area:

 

 

I fail to see the problem...? Lose their specular? conflicts with SA:Trafic? Nope.

Pay attention that the taxi is illuminated by the other taxi behind it,while no other cars are affected by such light sources,resulting in a quite more(overreactive though) distinctive "radiance".

Please think twice before posting something like this.

 

Take a look at the light blue car next to CJ. That car clearly lost its specular highlight.

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Maybe increase your memory allocations, don't forget the tech side of this patch not only activates lighting on vehicles, but also adds an additional two lighting sources to each spawn, these are small changes, but on mods that aim to blow up spawning, it could start to cause some slight errors. Remember, some mods might even need to be updated to make use of additional features provided by the patch, so go to the mod makers and ask them, it's unfair to constantly pile this thing back onto us when we're just fixing things, if mods make use of glitches or the games broken state, it's not up to us to fix that as well, it's the mod makers.

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I fail to see the problem...? Lose their specular? conflicts with SA:Trafic? Nope.

Pay attention that the taxi is illuminated by the other taxi behind it,while no other cars are affected by such light sources,resulting in a quite more(overreactive though) distinctive "radiance".

Please think twice before posting something like this.

It's hard to tell i know, but take a look at the cars in the distance and the ones behind that taxi, they are obviously darker than the others. Just try using SA:Traffic and you will see what i mean.

 

Maybe increase your memory allocations, don't forget the tech side of this patch not only activates lighting on vehicles, but also adds an additional two lighting sources to each spawn, these are small changes, but on mods that aim to blow up spawning, it could start to cause some slight errors. Remember, some mods might even need to be updated to make use of additional features provided by the patch, so go to the mod makers and ask them, it's unfair to constantly pile this thing back onto us when we're just fixing things, if mods make use of glitches or the games broken state, it's not up to us to fix that as well, it's the mod makers.

Yeah i know you guys are not supposed to fix other modders stuff, i just thought it was worth pointing that out, i'm sorry if that lead to some misconceptions. Anyways i will contact the author and see if something can be done about that.

jYzLR2j.png

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