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Recommended Posts

Reyks

Well, also 1.01 has lot of audio fixes, like rain bug fix, maybe it's already in SilentPatch, don't know.

They are all fixed in SilentPatch already plus a LOT more bugs were fixed by many modders and are mostly exclusive to v1.0, there's no reason at all to use v1.01.

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Blackbird88

I recall having those audio issues when it was raining back in 2005, but now even with vanilla game they are gone so dunno what was the problem.

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Zera

I recall having those audio issues when it was raining back in 2005, but now even with vanilla game they are gone so dunno what was the problem.

It happened often on Windows XP. It still happens on 7, but it's rare (maybe once or twice per game completion). You'll definitely encounter it at one point though, because this bug has never truly been fixed.

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SilverRST

The famous and notorious rain audio issue? Holy sh*t, how many years has that been since I had that issue?

Damn, that was a good time trying everything to sovle that.

The solution was simple, back in the days on Windows XP, you had to goto Start - Run - dxdiag - Sound

and you had to move the slider from Full Acceleration to Basic or something but using the firat option in any way.

The rain audio issue will be then fixed.

Edited by SilverRST
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Snoops27

I still get the rain audio bug sometimes :(

 

w7.

Edited by snoops26

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Claude_Lib

I just encountered two more of less major flaws. First, whenever I change something in any mod folder and go back into the game, my tuned up vehicle turns completely stock. I guess you made this on purpose, for safety reasons, so that's bareable. I'm not sure though if it only occurs for modloaded vehicles or for standard ones as well. Second, Mod Loader does not handle /models/generic/vehicle.txd file. Either I install once popular HQLM2, or ikey07's RCF_CTP v.2 (tuning parts pack), no changes happen, vehicles headlights textures remain the same and new wheels become white because no texture for them was found.

 

Aside from that, everything work like a charm, stable as Mount Chiliad.

Edited by Claude Liberty

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Blackbird88

So will you add NODES#.dat support in the future? I wanted to test something with the paths and realized I have to resort to IMG editing :(

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Inadequate

Blackbird88: The nodes.dat works via IMG editing? The missing paths works? :O I tested the nodes three days ago but via modloader probably by that the nodes doesn't work for me haha.

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Silent

My wild guess is that nodes HAVE to do inside a gta3.img directory inside the mod's dir.

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Snoops27

Oooo SilentPremium :D

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Inadequate

Well, I put inside modloader/missing paths/gta3.img > and don't work.

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El Dorado

We don't really know if the nodes.dat from PS2 work in the first place, someone need to manually edit the IMG to test this. I would do it myself but I'm at 287 km away from home.

Edited by El Dorado

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Sam Lake

I checked nodes from ps2&pc and they are SAME

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El Dorado

I checked nodes from ps2&pc and they are SAME

 

Can you check the unused ones from data/paths?

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Inadequate

Well, broken hopes. :(

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LINK/2012

yep you need to put it inside a gta3.img directory in the mod folder, it's this way to avoid conflicting with data/paths/ nodes.

 

@Claude Liberty

but vehicles.txd does work? maybe you're having one of those issues that mods stop loading when you have a russian path or something.

Edited by LINK/2012

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Sam Lake

 

I checked nodes from ps2&pc and they are SAME

 

Can you check the unused ones from data/paths?

 

Those from data/paths are smaller

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Blackbird88

No they don't work guys. I was just testing the mobile ones just to make sure. The ones not in IMG can be deleted. They're unused or something.

 

yep you need to put it inside a gta3.img directory in the mod folder, it's this way to avoid conflicting with data/paths/ nodes.

Oh I hadn't thought of that. It said no handler in log so I thought they don't work period

Edited by Blackbird88

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fastman92

data\paths\node*.dat files, these files are unused in GTA SA. R* had used them for quick debugging, the didn't have to build the IMG archive with those files.

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Blackbird88

Yeah that explains why deleting them does nothing.

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the_maciej

I hate doing so, but let me repeat my recent question.

Does noone know anything about such issues?

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Claude_Lib

but vehicles.txd does work? maybe you're having one of those issues that mods stop loading when you have a russian path or something.

I never use non-latin letters when it comes to that.

EDIT: Damn, I looked at other mods and yes, Ash's remastered stuff has it's own vehicle.txd file which conflicts with HQLM2. All works now, thanks. And again it comes to the point where it would be useful to have the ability to load single textures independently.

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tDfir

I'm using this mod that restore PS2 PostFX to San Andreas from PC (http://gtaforums.com/topic/750681-relsa-skygfx-ps2-graphics-for-pc/page-33) And nothing changs. It seems that a lot of people use ModLoader with this mod and none of them had a problem , but I do. I'm using 1.0 exe , I have SilentPatch and Silent's ASI Loader and nothings changes. What's the problem?
ps: I put 10 points more on priority on the mod in the configuration

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Tarquen

Modloader offers support for direct image as textures? Example - modloader/mods/123.txd/123.png and etc

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Radioactive-X

Hi, I have some comepletely noobish questions. I don't really hang around a lot in gtaforums, sorry, and I haven't really found out how to use this mod completely.

 

Things I figured out:

-how to replace files inside gta3.img, gta_int.img, cutscene.img, player.img on the fly.

 

... I guess that's it. Look the instructions are really vague, so here are my questions and I want direct answers, not something that redirects me to another page that redirects to another page that redirects to another page that goes on and on and on until the beginning of the universe.

 

Things I haven't figured out:

 

-How to add files to CUSTOM IMGs like cleo/skin.img (by Ryosuke839) on the fly

-How to utilize the audio modding feature of this mod. Do I put it in a file named AUDIO in the modloader folder?

-how the mod reads Handling lines from readme.txts and imports them to data files (or can I change the directory? Like say, I use customSAA2 or smth?)

-can it load new plugins on the fly? Like say I started the game without DK22's normal map plugin then I alt+tab, put it in the modloader then go back in so that it's applied instantly? If so how? Do I put it in a folder inside modloader folder?

-Can cleo be loaded on the fly? Like the question above but cleo.

 

I think I have more questions but I'm a dumb person and I probably forgot about it :-/

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LINK/2012

Hi, I have some comepletely noobish questions. I don't really hang around a lot in gtaforums, sorry, and I haven't really found out how to use this mod completely.

 

Things I figured out:

-how to replace files inside gta3.img, gta_int.img, cutscene.img, player.img on the fly.

 

... I guess that's it. Look the instructions are really vague, so here are my questions and I want direct answers, not something that redirects me to another page that redirects to another page that redirects to another page that goes on and on and on until the beginning of the universe.

 

Things I haven't figured out:

 

-How to add files to CUSTOM IMGs like cleo/skin.img (by Ryosuke839) on the fly

-How to utilize the audio modding feature of this mod. Do I put it in a file named AUDIO in the modloader folder?

-how the mod reads Handling lines from readme.txts and imports them to data files (or can I change the directory? Like say, I use customSAA2 or smth?)

-can it load new plugins on the fly? Like say I started the game without DK22's normal map plugin then I alt+tab, put it in the modloader then go back in so that it's applied instantly? If so how? Do I put it in a folder inside modloader folder?

-Can cleo be loaded on the fly? Like the question above but cleo.

 

I think I have more questions but I'm a dumb person and I probably forgot about it :-/

There's some documentation on how stuff really works in modloader/.data/plugins/gta3/*.md, the reason it's not more publicly exposed is because I don't find the need to, unless someone really wants to be techy about it. Almost everything can be done without reading such documentation because all you need is drag and drop, let me take care of the rest and don't worry about it.

 

Now relating directly to your specific questions:

 

1. For skin.img you cannot because Ryosuke takes care of the .img himself instead of letting the game do so, so modloader doesn't get into the equation.

For adding a resource to any custom img, well, just drop the resource files like any other into modloader, that because all img containers of the game (except for player.img) are basically like a single one, so there's no differentiation between a custom and a default img.

 

2. For sounds, it uses the same SAAT directory structure, since 90% of the sound mods have this structure, it's still just a drag and drop, no need to worry about it.

i.e. modloader/Mod Name/<PAKNAME>/Bank_<NUM>/Sound_<ID>.wav,

e.g. modloader/New Feet Sounds/FEET/Bank_001/sound_001.wav

 

3. I'm not sure if you want technical details or just usage details on how readme reading works... anyway...

  • It reads each line of the readme file and checks if there's a specific pattern within the line that relates to some data file. If it matches, we perform some additional checking to be sure that it's a readme line, such as checking if the first token in a handling line is a valid vehicle name.
  • If you don't want technical details don't go ahead on this list.
  • When it comes to the merging time, it builds a custom data file on the fly by taking the default data file content and replacing some of the entries with the ones matched in readmes. Then it adds this one to the list of data files to be merged.
  • Finally we merge all data in the merging list and we get a file in the local filesystem that can be loaded by the game.
  • Later on, after the loading screen, everything we know about the data files and readme files are cached, so we don't need to repeat ourselves everytime. Changes during the game runs also affects the cache.

Not all data files can have lines in readmes, see modloader/.data/plugins/gta3/std.data.md for which ones can be found.

 

4. No, it cannot load asi plugins on the fly, that'd probably bug the sh*t out of the game as probably all plugins weren't made with this in mind :p

 

5. Almost. You need to do a New Game/Load Game after adding/deleting the CLEO.

 

 

I hate doing so, but let me repeat my recent question.

Does noone know anything about such issues?

It's probably caused by a IPL or a binary IPL (i.e. bad linking between then).

 

I'm using this mod that restore PS2 PostFX to San Andreas from PC (http://gtaforums.com/topic/750681-relsa-skygfx-ps2-graphics-for-pc/page-33) And nothing changs. It seems that a lot of people use ModLoader with this mod and none of them had a problem , but I do. I'm using 1.0 exe , I have SilentPatch and Silent's ASI Loader and nothings changes. What's the problem?

ps: I put 10 points more on priority on the mod in the configuration

Show us the modloader.log log file.

 

Modloader offers support for direct image as textures? Example - modloader/mods/123.txd/123.png and etc

Nope

Edited by LINK/2012

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the_maciej

 

 

I hate doing so, but let me repeat my recent question.

Does noone know anything about such issues?

It's probably caused by a IPL or a binary IPL (i.e. bad linking between then).

 

 

Awright, really appreciate your reply. Will I need to check them one by one? But TBH I've already disabled all of them with no result.

I'll play around with it. And still, pure curiosity: is saving a game with IPL changes 'a no-no'? To what extent may it impact the gameplay later on?

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LINK/2012

 

 

 

I hate doing so, but let me repeat my recent question.

Does noone know anything about such issues?

It's probably caused by a IPL or a binary IPL (i.e. bad linking between then).

 

 

Awright, really appreciate your reply. Will I need to check them one by one? But TBH I've already disabled all of them with no result.

I'll play around with it. And still, pure curiosity: is saving a game with IPL changes 'a no-no'? To what extent may it impact the gameplay later on?

 

It depends on the IPL mod, if it's done right there's no issue. Usually you shall not remove or reorder the inst elements in the IPL otherwise saving problems will arise.

Edited by LINK/2012

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tDfir

 

Hi, I have some comepletely noobish questions. I don't really hang around a lot in gtaforums, sorry, and I haven't really found out how to use this mod completely.

 

Things I figured out:

-how to replace files inside gta3.img, gta_int.img, cutscene.img, player.img on the fly.

 

... I guess that's it. Look the instructions are really vague, so here are my questions and I want direct answers, not something that redirects me to another page that redirects to another page that redirects to another page that goes on and on and on until the beginning of the universe.

 

Things I haven't figured out:

 

-How to add files to CUSTOM IMGs like cleo/skin.img (by Ryosuke839) on the fly

-How to utilize the audio modding feature of this mod. Do I put it in a file named AUDIO in the modloader folder?

-how the mod reads Handling lines from readme.txts and imports them to data files (or can I change the directory? Like say, I use customSAA2 or smth?)

-can it load new plugins on the fly? Like say I started the game without DK22's normal map plugin then I alt+tab, put it in the modloader then go back in so that it's applied instantly? If so how? Do I put it in a folder inside modloader folder?

-Can cleo be loaded on the fly? Like the question above but cleo.

 

I think I have more questions but I'm a dumb person and I probably forgot about it :-/

There's some documentation on how stuff really works in modloader/.data/plugins/gta3/*.md, the reason it's not more publicly exposed is because I don't find the need to, unless someone really wants to be techy about it. Almost everything can be done without reading such documentation because all you need is drag and drop, let me take care of the rest and don't worry about it.

 

Now relating directly to your specific questions:

 

1. For skin.img you cannot because Ryosuke takes care of the .img himself instead of letting the game do so, so modloader doesn't get into the equation.

For adding a resource to any custom img, well, just drop the resource files like any other into modloader, that because all img containers of the game (except for player.img) are basically like a single one, so there's no differentiation between a custom and a default img.

 

2. For sounds, it uses the same SAAT directory structure, since 90% of the sound mods have this structure, it's still just a drag and drop, no need to worry about it.

i.e. modloader/Mod Name/<PAKNAME>/Bank_<NUM>/Sound_<ID>.wav,

e.g. modloader/New Feet Sounds/FEET/Bank_001/sound_001.wav

 

3. I'm not sure if you want technical details or just usage details on how readme reading works... anyway...

  • It reads each line of the readme file and checks if there's a specific pattern within the line that relates to some data file. If it matches, we perform some additional checking to be sure that it's a readme line, such as checking if the first token in a handling line is a valid vehicle name.
  • If you don't want technical details don't go ahead on this list.
  • When it comes to the merging time, it builds a custom data file on the fly by taking the default data file content and replacing some of the entries with the ones matched in readmes. Then it adds this one to the list of data files to be merged.
  • Finally we merge all data in the merging list and we get a file in the local filesystem that can be loaded by the game.
  • Later on, after the loading screen, everything we know about the data files and readme files are cached, so we don't need to repeat ourselves everytime. Changes during the game runs also affects the cache.

Not all data files can have lines in readmes, see modloader/.data/plugins/gta3/std.data.md for which ones can be found.

 

4. No, it cannot load asi plugins on the fly, that'd probably bug the sh*t out of the game as probably all plugins weren't made with this in mind :p

 

5. Almost. You need to do a New Game/Load Game after adding/deleting the CLEO.

 

 

I hate doing so, but let me repeat my recent question.

Does noone know anything about such issues?

It's probably caused by a IPL or a binary IPL (i.e. bad linking between then).

 

I'm using this mod that restore PS2 PostFX to San Andreas from PC (http://gtaforums.com/topic/750681-relsa-skygfx-ps2-graphics-for-pc/page-33) And nothing changs. It seems that a lot of people use ModLoader with this mod and none of them had a problem , but I do. I'm using 1.0 exe , I have SilentPatch and Silent's ASI Loader and nothings changes. What's the problem?

ps: I put 10 points more on priority on the mod in the configuration

Show us the modloader.log log file.

 

Modloader offers support for direct image as textures? Example - modloader/mods/123.txd/123.png and etc

Nope

 

It seems to be an ASI error?

 

========================== Mod Loader 0.2.4 ==========================
Game version: GTA SA 1.0 EURO
Loading basic config file modloader/.data/config.ini
Parsing command line
Loaded fallback menu fxt
Looking for plugins...
Reading plugins.ini
Loading plugin module "gta3\std.asi.dll"
Plugin module "gta3\std.asi.dll" loaded as gta3.std.asi Feb 12 2015 22:09:09 by LINK/2012
Starting up plugin "gta3.std.asi"
CLEO library version 4030000 found at "CLEO.asi"
Loading plugin module "gta3\std.bank.dll"
Plugin module "gta3\std.bank.dll" loaded as gta3.std.bank Feb 12 2015 22:08:44 by LINK/2012
Starting up plugin "gta3.std.bank"
Loading plugin module "gta3\std.data.dll"
Plugin module "gta3\std.data.dll" loaded as gta3.std.data Feb 12 2015 22:09:14 by LINK/2012
Starting up plugin "gta3.std.data"
Loading plugin module "gta3\std.fx.dll"
Plugin module "gta3\std.fx.dll" loaded as gta3.std.fx Feb 12 2015 22:08:29 by LINK/2012
Starting up plugin "gta3.std.fx"
Loading plugin module "gta3\std.movies.dll"
Plugin module "gta3\std.movies.dll" loaded as gta3.std.movies Feb 12 2015 22:08:15 by LINK/2012
Starting up plugin "gta3.std.movies"
Loading plugin module "gta3\std.scm.dll"
Plugin module "gta3\std.scm.dll" loaded as gta3.std.scm Feb 12 2015 22:08:17 by LINK/2012
Starting up plugin "gta3.std.scm"
Loading plugin module "gta3\std.sprites.dll"
Plugin module "gta3\std.sprites.dll" loaded as gta3.std.sprites Feb 12 2015 22:08:20 by LINK/2012
Starting up plugin "gta3.std.sprites"
Loading plugin module "gta3\std.stream.dll"
Plugin module "gta3\std.stream.dll" loaded as gta3.std.stream Feb 12 2015 22:08:53 by LINK/2012
Starting up plugin "gta3.std.stream"
Loading plugin module "gta3\std.text.dll"
Plugin module "gta3\std.text.dll" loaded as gta3.std.text Feb 12 2015 22:08:37 by LINK/2012
Starting up plugin "gta3.std.text"
Loading plugin module "gta3\std.tracks.dll"
Plugin module "gta3\std.tracks.dll" loaded as gta3.std.tracks Feb 12 2015 22:08:41 by LINK/2012
Starting up plugin "gta3.std.tracks"
Reading profile named "Default" at "modloader.ini".
Using profile named "Default".
Using profile named "Default"
Scanning mods at "modloader\"...
Scanning files at "modloader\skygfx\"...
Found file [0x00000001B418CAEE] "skygfx.asi" with handler "gta3.std.asi"
No handler or callme for file "skygfx.ini"
Found file [0x0000001864E6A1F2] "stream.ini" with handler "gta3.std.data"
Updating mods for "modloader\"...
Updating state for "modloader\skygfx\"...
Installing file "modloader\skygfx\skygfx.asi"
[ASI] Failed to load module "skygfx.asi"; errcode: 0x45A
Failed to Install file "modloader\skygfx\skygfx.asi"
Installing file "modloader\skygfx\stream.ini"
Updating gta3.std.data state...
Done updating gta3.std.data state.
Starting up filesystem watcher...

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Radioactive-X

Hey Link, how do I know what Modloader version I have so that I know when to update it? :)

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